I am really excited about this game. Besides the fact that this is a short GTA game, it just sounds fun to see the backrooms and back dealings of a nightclub.
I am also curious to see how a ballad about the trials of a gay club owner sounds - will it have a house-beat?
This is a landmark game because it marks the first time that the star of a video game is a Dominican. Well first time since "Sammy Sosa High Heat Baseball 2001." By the way - "its so reaaaal" ([www.youtube.com]).
Disclaimer if I ever need to get security clearance or run for President, there are times in this game when you actually have to shoot a member of a fictional law enforcement agency. You must do it to advance the game. Therefore, since I am describing how to beat this game, I must write some variation of the phrase "kill the cops." I never, ever would condone that. I actually think that this game's plot (the story of a reformed convict who is putting his life back together by being a club bouncer) would be better serviced if he was anti-cop killer. So please Fox News, when you publish this document up on my inauguration night, don't clip out the phrase "kill all cops on the street" and say it is my master's thesis.
I have other walkthroughts on my site www.gameintestine.com and you should follow me on twitter /gameintestine
Lets start the game.......
I love LC =====================================
We hear whispering. A man,who is lying chest down on a shinny floor, says that he is going to take down these men. These men appear to be in the middle of robbing a bank; either that or they are hanging out in a ski lodge that is themed like a Bank of America. While the bank robbers take a moment to fight amongst themselves, the whispering man shows why unfettered application of the 2ND Amendment won't reduce crime: the other masked bad guy will just shot you. And he will do it with a shotgun. The bomb they planted goes off and then everyone screams and the scene transitions to the Grand Theft Auto Title Card.
After completely evading an investigator's questioning, the man who was laying on the ground and didn't pull out a gun walks away. He is Luis and he gets his grade-A, Saturday-night-live-esq strut on down a Liberty City boulevard. Along his walk we are treated to cameos by Niko Bellic in a passing car, Johnny Klebitz on a speeding motorcycle and Luis's mom on his cell-phone. His strut ends when a woman in a white blouse passes him and he gawks so obviously that we can be sure that he is not the one nicknamed "Gay Tony."
Luis buzzes in to an apartment and he is called upstairs. The place is a nice, pre-housing-market-meltdown style loft with exposed brick, track lighting and paintings of Japanese opera masks that look like they could be by Andy Warhol or Patrick Nagel. As Luis explores the space, a man in a white shirt greets him. Mr. White-shirt sets up his own exposition: he is a gay owner of two night-clubs. One club caters to the rich and the other to the gay. However, the club business is not good anymore.
Luis, who is his body guard and business partner, unsuccessfully tries to console him. However, Tony's bitching is cut short by two Italian men who help themselves in. Because this is a GTA-game, we can assume that they are mobsters. At gunpoint they commandeer Tony's money because he is late on his shady loans.
The scene resumes outside of Tony's apartment and he asks Luis to drive him to each of his clubs. They stop by the Hercules club and Gay Tony calls over the bouncer to ask him how the club is going. Not good. Tony says that the club business is going down and asks where his club-bailout money. That is a joke that is already old in real-life but because it is made in a video game, it seems shockingly current.
Luis and Tony stop at his other club, Maisonette 9. The club is themed like Beatlejuice with black and white stripes along all of the walls. There is a modest dance floor in the corner and some private booths along each wall. Tony releases Luis from his immediate bidding and tells him to work the club floor. For a high-end club bouncer, Luis sure does look like a high school quarterback who got to skip out of homeroom. Don't most clubs of this caliber ban sports wear?
The bouncer is keeping a couple guys from entering the bar. Based on their generically Latin-American accent they must know Luis. The bouncer says their style of dress is the reason for their restriction. Tony prances by and says that they all look bad, including Tony - which is what I was just saying.
Luis gets Tony's car and must take his pall back to their place of residence: Northwood. For a game named Grand Theft Auto there is an awful lot of car lending going on.
As they drive, they banter about the bad economy and how Luis is not making much but since he came back from prison Tony has been taking an interest in him for some reason. After driving them back to their 'hood, drive back to Luis's apartment.
Luis's apartment is a nice departure from the stained mattress and porno-mag coffee tables of typical GTA protagonists. Luis has a large book case filled with actual books, a picture of Luis or possibly a relative in a uniform. There is a platform bed, an Ikea lamp, lots of shoes, comic books. Looks like Tony had a hand in the decorating.
Before leaving do a couple of things to advance the mission
- Go to the bedroom and save your game
- Head to the full-length wardrobe and change your clothing.
- Sit at the TV and flip through them: The Internet is abuzz about Princess Bubblegum. Just don't watch it if your mom is in the room.
Head back outside to receive the text message from Tony. He needs you so drive over to Tony's House or to the club indicated club. You can find both of them by opening the map screen and zooming into the map. Tony's location is marked with a "T". Click to set a way-point on the T and you will be given turn-by-turn directions there.
When Luis shows up to his apartment, Tony is a nervous wreck. Tony sold his business to two separate people and they both think that they own the clubs. Very casually Luis says that he will kill them if they actually think they actually own the clubs.
Drive Tony to the mistaken club owner: Rocco. Rock - as they call him - is at the river-side driving range and when they approach he is teeing up. He quickly slurs both of them in a barrage of derogatory terms. Luis offers that Rocco's club investment is not a good idea. He totally ignores the offer and instead says that he needs help beating up a union guy who is tied to the front of a golf cart. Surprising that Luis agrees to this. Wasn't it just 5 minutes ago that Luis said he would kill this guy and put him in the VIP room at the bottom of the West River?
You must hit the union guy 3 separate times. Here is how to aim and strike the Teamster:
- Aim using the control stick. Line the target up right on the guy.
- Hit the A button and to start the white line. Wait for the white line bounce off of the top of the meter and click A again when it lines up with the black bar.
- If you timed it correctly, the ball will land exactly where you aimed it.
- Rocco drives the Union guy around again to a new location, so re-aim and repeat these steps.
After you successfully hit the guy 3 times, the teamster's mob ties drive up.
- Hide out and shoot most of the mobsters.
- When prompted, jump in the golf cart, not the caged one with Rocco - head for the open-air one.
- Drive off and follow Rocco while avoiding the guys in the black SUVs. Don't worry about killing them all. Just flee.
Louie is Dominican.
By the end of it Rocco is still not conceding anything, they are not square on their club deal.
HOUR 1 - 5* -This is regular old GTA, nothing interesting done in the game play. I really like the character of Gay Tony though.
KIBBUTZ NUMBER ONE (Morey)
Difficulty - 8*
Enjoyment - 6*
Length - M
** Before starting this mission be sure to have a gun, preferably an automatic one. body armor would be good too.
On Tony's advice, Luis visits Mori. When we meet him, he is a short orange and q-tip headed mass of a man with a taste in Mark Rothko paintings and homo eroticism. He dismisses his younger brother for his lack of bulk.
Luis agrees to head down to the docks with Morey. He is here to renegotiate with some old business associates. They will not deal with him because he ripped them off, so the business associate, a guy who looks like he would have his own HBO comedy hour, starts shooting at Morey and Luis.
Quickly dive and take cover behind one of the pallets.
- Press Left Bumper to take cover and pop out only to shoot.
- Advance to the next pallet when the first line of guys is clear but stay to close to the right side of the dock (the side closest to the water) to avoid the guy launching grenades.
- By staying on the right side of the dock you can have a better view of the grenade launcher who is on the upper floor of the building. Take him out.
After you have killed everyone in the construction yard, a few remaining thugs flee to the boat. They make the classic GTA fatal flaw of leaving one more boat on the dock and leaving it stocked with sticky bombs.
Luis and Mori jump in and speed off in pursuit of the thugs.
- Drive the boat up on the right side of the slowest boat. Press A to toss bombs onto the boat then drift to the right of the boat to avoid the splash damage of the bombs.
- when clear press down on the control pad and the boat explodes.
- Repeat this with the other boats.
Morey, despite killing all of his clients wants to continue doing business, and doing it with Luis. Luis declines but Mori says he has no choice because he technically owns Tony and by the transitive rule owns Gay Tony.
CHINESE TAKEOUT (Tony) ===========================================
Difficulty - 9*
Enjoyment - 8*
Length - M
* Before starting this mission I recommend purchasing grenades. There are many
Luis heads into the club to see two business guys obnoxiously dancing with two women. My favorite move is when the bald guy points at his bicep barely to rhythm of the song. Luis ducks into the back room see Tony, as always, loudly negotiating something illegal. Together they leave for Dragon Heart Plaza because Tony still owes a few favors to Rocco.
When they arrive at the Dragon Heart, the scene switches to Billy Grey from the Lost and Damned bike gang dropping off some "smack." Do people still call it smack, and do they still do it? How retro! The recipient of this "smack" is a Chinese fellow. Just before the Lost and Damned guy leaves he lets loose with a barrage of passive aggressive digs at the buyers nationality. The subject of these barbs floats from filial devotion, capitalism, Chinese-style-Leninism to the financial crisis, and then the Korean war.
Mr. L+D leaves just as Tony and Luis arrive. The Chinese guy called them here because Rocco promised that Tony and Luis could help him acquire a liquor license for their under-construction house of ill-repute. Luis says they can't do it. The Chinese guy doesn't buy it and says that they can't leave until they settle on an agreement. Then to make it serious he pulls out a pistol. Despite the fact that I left Luis with a grenade launcher after the last mission, Luis kicks the gun out of his hand and punches him out.
The rest of the mission is a hallway rampage. Luis must lead Tony out of this Chinese market place. Here are some tips:
- There will always be a guy coming around every corner and up every stairwell.
- Have your gun pointed at every turn and get ready to shoot.
- Check your radar for red dots that indicate foes.
- Don't go running around the corners because after the first stairwell, the gunmen throw a grenade. As long as you hide behind the corner you remain unscathed.
- Use the grenades to flush out guys who are taking cover behind copiers and boxes.
Mommas Boy (MOM) =========================================
Difficulty - 6*
Enjoyment - 6*
Length - S
Relenting from the insistent cell-phone calls, Luis visits his mom. It is a nice place, cozy, with a 1970's sitcom look to it. Think Maude or The Jeffersons. Mom is sweet and is clad in a paramecium-print house smock. Another man is in the room who I hope is not a sugar daddy. His name is Mr. Santos. Mrs Luis's mom needed the money to pay the mortgage and instead of asking her hustler son she borrowed it from a loan shark.
She was late on her payment and so Mr Santos is here to squeeze the money out of her. After minimal negotiation, with this surprisingly pleasant loan shark, Mr. Santos agrees that Luis can settle the debt. It is unclear what this "settlement" is. Luis just has to follow Mr. Santos.
The loan shark leads him to the conveniently-located neighborhood pit-fighting club. To earn the money that is not coming from his mom, Mr. Santos is relying on Luis to throw a fight. Of course throwing a pit fight is quite easy from a video-game standpoint so you will have to actually fight these out to pass this mission.
The fights are one-on-one brawls with other guys who, I assume, are also fighting their way out of late mortgage payments. Please don't let Fox hear about this pit-fighting for debt-forgiveness unless you want to see "UFC: Troubled Assets" in the Fall lineup.
The first opponent is dressed in a soiled chef's jacket that is cut at the arms and paired with jazzy parachute pants. Based on the ensemble I assume he is the third-shift fry cook at a Lubby's cafeteria. Here is my method for beating him:
- Backup up until you are close to one of the cage walls.
- Lock on to the opponent by holding the left trigger and rotate around him.
- Start in with a series of kicks to push the opponent up against the cage wall.
- If you are lucky the toothless spectators will grab him freeing you to send an barrage of unanswered punches.
- I think the AI kind of breaks when he is cornered because if you continue to button mash with attacks he will fail.
When the cook goes down, the next fighter enters. You know he is tough because he has a shirt that says muscle.
- To beat him, use the same method of attack that use against the fry cook.
The third fighter is wearing a nice striped shirt and a clever pair of denim overalls that are sensibly rolled down to his waist. It is a clean look and the word "professional" seem all the more appropriate when describing him as a "professional fighter."
- To beat him, use the exact same method of attack as all the other fighters.
Luis beats all three opponents - a clear lesson that you do not F*CK with the bouncer at a gay dance club.
Quick to condemn Luis for not throwing the fights, Mr. Santos pulls him out of the pit-fighting club and in the back alley he pulls a knife on him. I can only hope that you have a gun to finish him off.
When Luis returns to his mother to tell her that her debt has been fulfilled, she scolds him for not taking better care of her and not being a baseball player. Seriously. Armando
While walking through his old neighborhood, Luis happens upon Armando and Henrique who are dealing drugs on a street corner. Luis is expressly disseminated that his childhood friends are stooping to such a lowly means of making illegal money. He even disregards their dealing style. Armando's rejoinder that Luis is just the fun boy of some club owner seems to hit a nerve with Luis. Instead of letting it slide, Luis gives a motivational speech that all GTA leads must give at some time that this is "Liberty Fucking City" and that anyone can advance as long as they try hard and makes something out of themselves.
Despite the inspirational speech, Armando and Henrique do not give up the drug trade and actually convince Luis to come along on their next big transaction. The three-some arrives in the shell of a brick warehouse. A lone tree stands in middle and under it is a man in a ball cap. Armando greets baseball cap man with a boisterous handshake that ends with them re-enacting the winning hit to a baseball game that never occurred. By the time the greeting is over the police begin firing on the place. Was this a no-bro zone? Are the police now anti-assembly?
As they desperately take cover behind the crumbling bricks one of the boys says that it was a setup. But by whom? I don't know. If this is really a super-shady drug deal maybe they shouldn't haven't picked a location that is open on all sides.
With seemingly little reservation, Luis becomes a cop killer as he shoots his way out of this drug raid. The Police have the place completely surrounded which seems like a heavy-handed way for arresting a couple of lowly street dealers.
- Aim at the cars to blow them up and knocking out the guys who are taking cover behind them.
- Advance to the brick piles and shoot any of them hiding behind the columns
- Move up to the columns and shoot out the next line.
Follow your friends to the next area and aim at the cops who are on the roof.
When the roof cops have been taken care of, take cover behind the burned-out car:
- Take out the cops hiding behind the SWAT van to the East
- Continue to your buddies and knock out the other clutch of cops behind the SWAT van.
The guys advance to the car and an attack helicopter hovers overhead. Somehow Luis acquires an RPG. Aim at the helicopter and it blow it up.
In what started out as a couple of thugs passing out dope quickly escalated to a full out act of terrorism using military-grade weapons. What happened? Is Rockstar satirizing themselves now? This mission didn't make any sense unless it was a joke about how over-the-top sandbox games have become.
After their night of massacring half of the police force Luis drops Armando and Henrique at their house and he says "talk to you later." The mission ends.
2 HOURS - 6* - it is more Rockstar, but some of the missions are overly ridiculous like Corner kids
SEXY TIME (YOUSUF) ==============================================
D - 8*
E - 7*
L - M
Luis enters Yousuf's apartment. The place is a garishly decorated with the trophies of a billionaire with the cultural sensibilities of a twelve-year-old. There are large TVs, framed sports memorabilia, arcade machines and in the very center, a golden scale model of Liberty City. The big screen TV seems to be showing a sunset with the end credits to another GTA game and as Luis circles the gold city, the TV aligns with it so it looks like the sun is setting over the model. He has arcade games.
He also has rooms full of ladies of ill-repute. He tells Luis about how they are so hot and then what he will do with them - which as you can image, would bot be something any of their fathers would like to hear.
Yousuf says he has dreams of running this city. As he talks, Yousuf drops the N-word like he learned to speak American from Boyz n the Hood or the earlier GTA games. Interestingly, Luis reacts negatively to this language and says that it is not cool.
Yousuf says that he wants you to steal a helicopter to show his dad that he can do something. This, somehow, can lead Yousuf to owning the entire city. As Yousuf says adieu, he yells upstairs "Ladies, prepare to suffer."
The helicopter you are going to steal is on a yacht so drive to the Marina so you can steal a boat to get out there. Park your car and before you head to the boat, catch a glimpse of the Statue of Liberty.
- Commandeer one of the parked boats by jumping to it and then pressing "Y"
- Head out into the harbor, the yacht is ways off-shore, just west of the statue of liberty
When you get close to the yacht, a cut scene shows you the patrol boat. To avoid it, position your boat so that the patrol boat is always on the opposite side of the yacht.
- Coast your boat to the back of the yacht,
- When close enough, press Y to stop driving the boat, then press the jump button. You are aiming for the rear platform that doesn't have any railing.
- If you fall into the water just swim over to the yacht's rail-less platform and pull yourself up.
When on board, the scene switches to a bunch of WASPS lounging in their yacht living room with their loose women and talking about being rich. The loud guy says this boat is called the Buzzard.
- From the rear deck of the boat, climb two flights of stairs to the top deck.
- The helicopter is parked on the back of the ship. Immediately jump in it and hold the accelerator trigger to take off.
- Fly the chopper away from the boat and towards the red spot on your radar.
- However, as soon as you get too far into the river, Yousuf commands you to head back and blow up the yacht.
*In the next part of the mission you might die several times. If you crash the helicopter too many times you will call Yousuf to tell him that it is a little damaged, he will forgive you but you will not get the chopper to him. If this is important to you, click the phone button and choose to replay the mission again.
You must hit the boat three times with missiles. It is hard to control the aircraft and aim your guns but here are some tips. Try all of them because what works for you may depend on your play-style
- You must hit the boat 3 times
- Fire your mini gun first to see where you are aiming. When you hit the boat, fire your missiles indiscriminately.
- Or, try aligning the flight path so that you fly down the length of the boat, point your mini guns downward and fire missiles rapidly. Maybe you will hit it.
- Or, hover along the boat's broadside. Hover just above the water and fire at it without moving.
- As long as you keep moving you should be able to avoid the missiles that are fired from the side of the boat.
The boat sinks in a slow, Titanic-esque way except that the crew falls into the river in matrix-style and there exploding lounge chairs.
Three patrol boats escaped so you must destroy them too.
- Fly low in order to see them. If you can see the texture of the water and the splashes from your mini-gun, you are close enough.
- Approach slowly behind the boats. When I got close enough I let go of the accelerator and let the momentum of the helicopter carry me to them.
- Start spamming the missiles and mini-gun. Rock the chopper up and down so that you spray them with bullets in a parallel direction with the escaping boats
- when the missiles come after you, jam on the accelerator and go straight up.
- Repeat
When the boats have been destroyed, fly to the indicated way-point and land the craft to complete the mission:
- You can shoot rockets at the city with no consequences
- The helicopter pad is on the top of a medium-height sky scrapper on the east side of Manhattan I mean Algonquin
- To land it, try and slow down to a near hover.
- Slowly inch towards the rooftop
- move the camera with the right stick to make sure you are on target
- Press the break to slow down the prop and slowly land it.
Yousuf is obsessed with what they won't sell him.
HOUR 3 - 6* - the missions are starting to get more interesting and I like the Yousuf character
BANG BANG (TONY) ========================================================
D- 8*
L - Medium
E - 6*
From the title I know this one s going to be about sex. Luis is in Tony's loft again and a guy with frosted hair is listening to "man eater." Get it? Heh. Evan is they quintessential gay boyfriend:a Schrodinger's cat of relationships. One who is simultaneously involved with Tony and on the outs with him. Tony is in the bedroom, sleeping, drunk, or high, or drunk and high.
Disappointed, Luis comes to Tony's aid and wakes him. Even gets in the way and is generally not helpful so Luis headbutts him. When Tony comes-to he says that the union guys and Rocco are threatening to burn the club. Tony's idea of dealing with it is to blow up parts of the city. Well the Union controlled parts of the city. Tony wants to do it himself but understanding his current state of mind, Luis knocks him out so that he can do it himself.
The first stop is to bomb the crane of a construction yard. Select the sticky bombs, hold the right trigger to aim and fire them onto the crane's base. Do this 3 times, back away and detonate.
Next, follow the way point and keep going through it to jump onto the train tracks. As long as you didn't push the break while you were on the hill, you can land on the tracks with all for wheels on the ground. Drive down the tracks following the train. Throw the bombs out the window so they stick. Detonate it after you have put a couple on it.
I couldn't find a good way to get my car off of the track so at the nearest stop I jumped out of the car and ran for the nearest car. Follow the GPS to drive onto the tarmac. The targeted plane is stopped on the tarmac ready to taxi. Drive around it throwing bombs out the window. They don't have to stick to the plane, just around it. Drive away and detonate.
You then need to escape security. Driving around on the tarmac will not get you far enough away so you must find the nearest exit. Your security level is really high so try and stay outside of the red and blue circle that is indicated on your map. If you stick to long straight highways, you can get going real fast and escape the cops.
Luis's returns to his mom's now-paid-off house to find Armando and Henrique sitting on the couch. His mom is serving them a plate of something that looks like black mush. It is probably rice and beans. Luis calls these guys out so they can go on more hair-brained adventures. His mom complains that dealing drugs is not a way to make it out of their situation. Luis says that things will be OK because knows the good people form the bad ones. He then turns over a comically large bundle of cash which she gladly takes.
On the way to their drug-related destination Luis's cronies upbraid him for talking down to his mother and somehow the conversation quickly turns to talking about pussy.
Henrique needs Luis to help manage the couriers who are importing drugs from the boats. Of course, just like any GTA mission this one goes wrong and shooting will sort it all out. In this case a rival gang tries to steal their loot.
- From the water side dock, run and hide behind the blue shipping crate. Take cover here to shoot out the gang members who on the next floor up
- When they stop shooting at you, run up the stairs to the next level.
- Clear out this floor, make sure that you also shoot the guys who hide behind the parked gangster SUV. Head up the back flight of stairs to surprise the guys who are on the top floor.
- The top floor is wide open and gang members can hide behind all the cars and flat bed trailer there. Use your radar to identify where the guys are hiding.
With the gang completely murdered, return to the car. Two SUVs have been loaded up and Luis must follow the other car so they can stash them. Keep close so you don't get lost. The parking lot is just around the block.
4 Hours 5* - This game is alright it still feels like every GTA
High DIVE (Yousuf) ================================================
E - 9* - you get get on the top of the empire state building.
D - 8*
L - M
Yousuf is on his gold cell-phone phone and is pleading with his father. It seems that his dad is withholding money because of his predilection for prostitutes. This is one of those awkward moments when you have to listen to your friend's embarrassing phone calls but they give you that hand wave like "This will just take a minute, stay here" but you have nothing to look at or hide behind so you just have to stand there while they describe their bunions or last sexual encounter to their phone friend. If I were Luis I would go over to the arcade machines.
With the call over, Yousuf straddles a motorcycle game called Total Outrage and says that he was in Vice City. The rich were tacky there he says as he tucks his gold phone into his gold track jacket. Hey Yousuf has a painting that looks like a Roy Lichtenstein ([en.wikipedia.org]). I tried to look up the painting but I couldn't find it, I think the GTA designers just made a painting that looks like a Lichtenstein so they didn't have to pay royalties or whatever you have to. I think the GTA designers are using these quite obviously placed paintings to describe the characters. Morey had a Rothko painting which symbolized his brutish masculinity, Tony had his 80s style Warhol/Nagel paintings to symbolize his party lifestyle. I would say the Lichtenstein symbolizes Yousuf's childlike interests but expensive tastes. I figure he would buy this painting not because he appreciated the art and the pop-culture but because it seemed American and rich.
Yousuf makes Luis drive him to the Empire State Building doppelganger and drop him off so that he can meet his brother and an associate. However, Yousuf panics and says that Luis should go instead. So Luis heads up to meet them but they are totally panicked because the plan has changed. This was a setup to trap Yousuf and to escape, Luis pushes the bald friend Tahir off of the building. Ahmed escapes and the NOOSE (aka SWAT team) descends to finish what Tahir and Ahmed couldn't.
Use the exploding shells that Yousuf gave you to take out any troops that stand in your way. You can also use the shells to take out helicopters. Here is how to navigate the tower without getting killed.
- Do one loop around the tower, shooting out all soldiers and helicopters in your way. You need to make sure that there is no one left on the floor so they don't sneak up behind you when you move to the next floor.
- Behind the stairs on the first floor is a bullet proof vest, you need it.
- Head up the stairs to the next tier of the tower.
This tier is not too heavily guarded but still make sure you clear it out.
- Before you climb the latter, pan the camera up so you can see the next floor. The troops on the next floor shoot you before you can get off of the ladder.
- Do another lap around the next tier to clear it of soldiers. Shoot down the next helicopter too.
- Climb the next short ladder and do one more circuit around the tower.
- Climb up to the tall ladder that is on the tower's huge antenna. When the Empire State Building was constructed, this metal tower was added so that people could tether dirigibles to it. Back when the ESB was built, people actually though that blimps and balloons would be a viable form of transportation. I kid you not.
- At the next platform another helicopter appears, take it out too. I was lucky enough to be at this point as the sun was rising and I stopped to watch. There is no rush, Ahmed will not be going anywhere. Note: #EMERGENT GAME PLAY + 10
At the top, Ahmed cautiously gives Luis the parachute before being scared backwards and heads for the ground the fast way.
Jump off and press the jump button again to open the parachute.
CAUGHT WITH YOUR PANTS DOWN (Yousuf) ==============================================
E - 9* - you get get on the top of the empire state building.
D - 4*
L - M
If I were Luis, I would start bringing blinders every time I visit Yousuf. This time he is holding a golden machine gun and dancing over the golden model of Liberty City with a prostitute named Jonell. She stops to do a line off of Battery Park.
Yousuf is wearing a pair of underwear with a tiger that covers his python. He starts handing out money and says they are going to take over a NOOSE tank. Then a man walks in who is dressed in a white suite and middle-eastern head dress. He is accompanied by a body guard who looks like N'gai Croal?!?. It is Yousuf's dad. Comically he tries to disguise what he is doing. Pointing at the prostitute and Luis he says that married friends were just visiting and that he somehow lost his pants. Papa is disappointed in his son.
Thankfully Yousuf lets Luis go outside. Yousuf calls moments later to say that he has to stick around until he can give his dad the slip. Meet him at the Burger shot in Star crossing.
When Luis gets there, Yousuf lands a giant helicopter in the middle of the intersection.
Yousuf needs you to fly this choppers so that you can pick up an APC.
- Fly towards the red dot. The target is an air crane that is carrying the APC across the city. Fly close enough and Yousuf takes the controls so that Luis can equip a sniper rifle.
- Shoot the yellow bolts that are on the four outer corners of the APC. They are real small so you must zoom in to see them.
- Zoom in by pressing up on the left control stick.
- Try to shoot-out the bolts that are closest to you. After they are gone the APC starts moving wildly.
When the APC is free, jump out of the helicopter and parachute to the grounded APC. (Is that possible without getting decapitated?)
- The most effective way to destroy everything is to drive to one of the long, cross-town freeways.
- Hit the gas, and just hold down the fire button. While firing, turn the turret around backwards and aim at everything that moves.
- After you blow up enough cops, you are prompted to escape from them.
- Drive down the long freeways again, you want to stick to roads that are wide open so the NOOSE tank can pick up speed. Surface streets are too tight.
- After evading the cops, take the tank to the indicated spot
At the meeting place, Yousuf is in a crane. He picks up the APC to take it off-screen.
5 HRS - 8*
BLOG THIS:(TONY) =========================================================
E - 3* - cute jokes boring mission
D - 0*
L - S
Troy, the door guy, approaches Luis quietly. He confides that he wants to stop working Hercules and work at Maisonette 9. The gay club is hurting his chances with the women. Obviously Troy is not aware that many women prefer the clubs of gay persuasion because of their nearly no-pressure atmosphere, better dressed patrons, and near lack of insecure men. It can also be a great honor to take a girl to a GAY, BAR, GAY, BAR, GAY BAR ([www.youtube.com]).
Tony arrives, and asks Troy how the door is going. Troy says not good and Tony has a total freak-out. If I were Troy I would want to work there just for the chance that my boss would crap himself like Tony does so regularly.
Tony commissions Luis to drive him and Gracie to her house. As soon as they all hit the road, Gracie starts throwing her female parts at Luis who, without hesitation, turns down every offer. Tony interrupts the sexy-time-talk to complain that the Celebrinator, a gossip blogger, is speaking bad about Tony's clubs. Luis offers to check it out at the nearest Internet cafe.
After you drop them off and get to the indicated cafe, sit down at one of the computers and click on the Celebrinator link. The blog is a clear perezhilton send up, they even included the Microsoft-Paint phalluses. The top story gossips that Luis and Tony are so enamored with each other that Tony doesn't have time to run a decent club anymore. Click "comment" and Luis writes an open club invitation to a blogger. You don't have the option of writing "first!"
And yes, that is the entire mission. You just got fake-points for logging on to a fake Internet and placing a fake blog comment. The endless hall of mirrors of video game simulacra has bent itself over.
*Warning about this mission: If you don't have any guns because you got arrested or died, stock up on an automatic weapon and some body armor because there one is a lot harder if you go in unarmed.
The camera opens the on Maisonette 9 again and a Russian guy shows his ID and points at his card and his face and says "its me, see? see? see?" I am totally going to do the next time I get carded (Russian accent too).
Luis approaches the entrance and sizes up a woman who is in a short one piece with a pink stripe down the side. While she is at the bar, Luise whispers in her ear the camera cuts to a bathroom scene that proves that despite the rumors of the previous mission, Luis is not in anyway interested in Gay Tony. Maybe the reason Tony is having so much trouble filling his clubs is because the staff is using the bathrooms as their personal bath houses. What would the health inspector have to say? They did do it on the sink so there is a good chance they will wash their hands but GROSS. GROSS.
With the bathroom sink montage barely fading from my singed retinas, we switch to Tony who is having a one-on-one meeting in the back alley with a bottle of wine. After Tony's meeting, he heads back in to work his club. He stops by two guys who look a little bored. They are Russian (one of them was the see?, see?, see? guy). The Alpha (or whatever the first letter in Cyrillic is) male is Ray Bulgarin and wants to buy sexy-time with all the women in the club, even the actresses. Tony buys them a drink and calls in Luis to charm them so they don't actually try out their Russian method of courtship. Despite buying them a drink, they still don't like Tony but the do like Luis. Probably because he smells like woman's perfume and hand soap.
With more important things to do, Tony takes Luis to sabotage the rival club at Bahama Mama's. Rocco has a plan to force Luis to sleep with the club-owner's girlfriend while he is out of town. The ensuing chaos will damage the club. Luis resents the fact that he is being used as a crime-syndicate gigolo but he probably eager to see the Bahama Mama's bathrooms. Follow your way through the club to reach the girl who apparently has a GPS transmitter on her. To dance with her:
- move the two control sticks around, somewhat energetically, but treat them softly - like a lady.
- When the "HOLD" text comes up, hold the sticks where they were when you saw the text, and tap the triggers in time to the beat.
- When the the dancing is successful she pulls Luis into the backroom.
Despite not being in his favorite location, Luis slums it and settles for a BJ in the main office's black leather chair. Wouldn't you know, the club owner comes back and heads right for the backroom. The club owner punches his promiscuous girlfriend in the gut and after having enough time to pull up his pants, Luis stops him.
Switch to a gun and mow the club owner down.
6 Hrs.
FROSTING ON THE CAKE (TONY) ===========================
D 8*
E - 8*
L -
Tony has company. Evan, Rocco, and two women are all sitting around Tony's living room. Its board game night. Well if you consider a giant coke-mirror a board game. Tony is collapsed on the ground and despite the fact they are sampling his blow they are mocking him for being so wasted. Holy crap, the character that looks like Fran Drescher is actually voiced by Fran Drescher. Luis dutifully stands-up for Tony and helps him get cleaned up.
The party breaks up and Luis is tasked with driving Evan to the docks so they can receive two million dollars worth of diamonds. On the ride over Evan teases that he is taking over the business and that Tony really doesn't care about him. Luis's tension is palpable and Evan says it is because he is jealous of him.
At the docks Tony, Evan, and Luis meet the guy who is wearing a chef's smock. The guy, who they call the Chef, pulls over a little bag. With the diamonds and cache now within reach of each-other the two parties argue about the terms of the deal. Meanwhile a bunch of thugs sneak up on them. The problem with meeting in the docks is that there are so many shipping crates to climb over and around.
Tony and friends make the deal and grab the diamonds. The gang is after them though. Luis, hands over the driving to their driver and instead takes roost with a backpack full of bombs.
Your goal is to get back to the club without exploding. Do this by killing everything else before it has a chance to hurt you.
- Always check your radar so that you can anticipate where the bikers will be.
- Toss the bombs in anticipation of where the bikers will be so that you can detonate them before they have a chance to shoot.
After outrunning the gang, the police setup a blockade in the middle of one of the boulevards. Destroy the middle car and the rest of the blockade explodes into a slow-mo burn. This, however, queues the NOOSE tank.
- The tank is slow so lay a bunch of bombs on the ground in front of it. As it drives over them, detonate.
- Repeat this until the NOOSE is gone.
The police then send a helicopter.
- Aim the bombs high so they ark towards the distant chopper
- You don't have to stick the bombs on the side, just detonate them as they get close. Splash damage counts.
Finally while driving at a barricade, the driver (and Right Said Fred impersonator) is shot in the face. Luis takes control.
As soon as you are behind the wheel, drive as fast as you can through the barricade.
- You need the speed so you can out-run the cops.
- Continue to speed straight on through and hope that the cops are slow.
- When you get outside the blue and red flashing circle you are moments away from escaping. Keep an eye out for the circles that are hunting for you. Dip into side streets to avoid them.
- Just keep driving and don't stop.
- If that doesn't loose them, head for the nearest long boulevard so you can gain speed and outrun them. The idea is to find a runway where you can pick up enough speed to escape.
When the battle over, they soon realize that Evan ran off with the diamonds. Tony thinks he is dead but Luis knows better. Tony checks Evan's Bleeter (read Twitter) account and finds a transcribed, onomatopoetic, account of his death.
Blog This! part 2(Tony) ===============================================
E - 7*
D - 6*
L - S
With word that Tony has convinced the Liberty City's blogger, the Celebrinator into a borrowed helicopter, Luis meets them to teach him a lesson.
Jump in the helicopter and....
- Follow the red rings to fly over Happiness Island
- At the right altitude, Luis gives up the controls and starts punching the Celebrinator before pushing him out of the chopper
- Luis just wants to scare him so jumps out to grab him. Hold the left stick to dive. When you are close enough, he grabs a hold of him.
- As soon as you grab him, open your parachute.
- You must land on the island, if you are too far over the water, press the air breaks (L and R triggers) to float down more slowly.
You land together, safely and Rockstar ends this triumphant moment with a poop joke. Mission over.
By the way, to get off the island, head to the docks on the west side of the island. There are a few boats there you can use to float back into town.
Not so fast (TONY) ============================================
D - 10*
E - 3*
L - M
Back to the club and there is a long line waiting to get in. Troy, the door guy who wanted to move to Maisonette, doesn't care anymore that he is a bouncer at a gay club. Despite the fact that he looks like a cross between a Real World house-mate and a Edwardian-era dandy, he got his own reality show about his life as a doorman. It is actually a funny scene solely because of the great voice acting and the nonchalant motion capture. The way he points and waves-in patrons is the first time that I have ever laughed with digital puppet instead of at them. Also, watch the people waiting in line, they shake their IDs in a really funny way.
Luis arrives and Tony is drunk. He drunkenly philosophizes that the gay community is settling down and doesn't need him anymore. Instead of being self loathing slouches who got there kicks by wasting their money on clubs, they now are happy and in relationships.
Tony heard that the diamonds are still around and are being sold in a place called the Libertonian. He sends Luis off to go get them.
Fly the chopper to the Central Park area. From here I can see that the level designers chickened out and didn't add the Guggenheim. When you locate the neo-classical building that is the Libertonian, park the Buzzard between the sky lights on the roof. Get out and climb down the nearby scaffolding.
Luis peers through the window and spies six men who obviously didn't hear my multiple failed attempts to land a helicopter on the roof. They are deeply into the exchange of the diamonds. Hey! one of them is Niko Bellic. They brought two Jewish guys to identify the diamonds. They say they are authentic and then Luis opens fire. He kills everyone who isn't a speaking character or Jewish. One of the diamond IDers hides under a table and says he will split the diamonds with Luis if he lets them go. In response Luis just cracks him with the riffle but and takes all the diamonds.
At this point you can join a huge gun fight through a museum (one of my all time favorite video game settings) or you can just climb back up the ladder and continue the mission. If you are having trouble deciding, you should note that the dinosaur skeletons are completely destructible.
When you are ready to continue the mission, turn around and go back up the scaffolding that you took to get in here. Press Y to climb the ladder on the way out.
Climb back in the helicopter and get ready for the hardest mission in the entire game. This is classic Rockstar. Cool setup coupled with extremely clumsy controls. "Not so fast" is to BOGT as the RC mission is to GTA:SA. Get ready and don't throw your controller. I will try to help you to the best of my writing abilities.
- As soon as you have control of the helicopter go straight up. Don't bank or anything. You just need to get altitude for the next fight.
- Press select to zoom out so you can see more.
- When the first helicopter approaches hold B to get a view of it.
- The other chopper should approach you so don't try to chase it. Just rotate around so that your chopper is pointing at it.
- Turn by letting go of the accelerator a little so that it is only about 75% of full. Also, don't push the control sticks to the max or you will just start swinging around wildly. Everything has to be in little corrections.
- Hover when you are shooting at the other chopper. Don't try to turn when you are accelerating otherwise you will loose control.
- When you are facing the chopper, hold down both X and A at the same time.
- With luck you will hit the police copper with the missiles to take it out quickly.
With the first copper down, go straight up again. you need altitude.
- Press B to zoom to the two.
- Wait for the other choppers to approach and just hover.
- If you want to just turn around, hold back and the direction you want to turn. But don't pull the sticks all the way back. Just a little bit.
- Again, hold X and A and hope that you just hit one of them.
- Just keep at it you will get it.
With the choppers down, land the chopper where indicated.
Tony is there to meet you in a car - like he couldn't get a driver in his condition.
THIS AIN'T CHECKERS (MORI) =========================
E - 7*
D - 2*
L - M
After decimating his brother, Brucie, in chess and then pointing a finger-gun at his head, Mori says Check mate real slow. Then he brags that he also got into two Ivy League schools. This is all posturing and Luis is sick of it and he wants out of his commitment to him. So, Mori has set up a bet that will free Tony of his debt if he wins. If he looses, Mori gets everything Tony owns - including Luis.
The mission is a triathlon of skydiving, boating, and driving.
In the first leg the plane takes them up over Happiness Island.
Skydiving: As you fall, aim for the west side of the island. You get points for landing in one of the boats, so it is possible.
Boat race: Don't do anything crazy. In the long run your boat will out run Mori's. There are some real long straightaways towards the end of this race and you can pass him here.
Car race: Pick a car and follow the markers. You get nitro but you should only use it on the long straightaway. When boosting, tap the break to turn it off.
No. 3 (MORI)===========================
E- 2* - I can never tell where to go, I need checkpoints
D - 10
L - M
Hold on because this mission is a long, excruciating, onslaught of Mori. Luis hears enough of this tells Mori that he needs to should love his brother and he is being unkind. Moments before this turns into a PSA Mori, Brucie and Luis drive off to spend an afternoon together.
Mori could be the scariest monsters in all of video games - he represents high school. If designers want to make something that could out-scare a survivor horror they just need to tap into gaming's demographic true fears: bullies.
When they arrive at Mori's garage they split up and each take a vehicle. These are stolen vehicles and Mori is tricking you and Brucie into taking them to the ship yard.
God this sucks. You are going to fall off the pier a few times and loose the trail even more. Luckily they take the same path over and over again. Here is the best path from the start:
- The first major obstacle is to watch out for that taxi van that crosses the center line EVERY - SINGLE - TIME.
- Mori veers into the back alleys and river-side drive. You should go real slow in this part so you don't flip into the water. I depressed the accelerator at about 50% through this entire area.
- When you get to the jumps, you should speed up. But don't go so fast that you jump over the landing strip
At the end of the drive, the cars crash land in a flat bottom barge.
Mori encourages Luis to keep following him so that he can learn the ways. Luis, stunned, tells Mori off. Then Brucie accidentally roid-punches Mori in the face and they both cry.
GOING DEEP (BULGARIN) =======================
D- 8*
E - 4 *
L - L
Luis arrives at a quite nice house in the wooded suburbs. At the door, a guy in a track suit answers. Luis asks if Mr. B is there. The door guy looks around to the left and right walls of the house like the cops haven't figured out that every thug looks there when they are suspicious. But, because no one is there, john jumpsuit calls him in.
Ray says that the department of security enforcement is after them. He asks Luis to kill them. Luis balks but Ray posits that with enough money a man would cut off his own leg. Luis agrees and they head off for the garage where they will make their stand against the military team.
In the car ride over, Ray asks Luis, like every other thug in town, to leave Tony and join them. Luis says that at least with Tony he doesn't get locked up. Even though he totally should be.
Drive Ray's SUV to the garage and park it where indicated. After planting the bomb on the front of the vehicle, follow Ray to the empty parking space to hide
The NOOSE police team storms the vehicle assuming Ray is inside. When prompted, detonate the bomb to blow up the commander and half of his team. Ray encourages that they are all bad and they deserve it.
Eliminate the rest of the NOOSE squad using the following tips...
- As soon as the shooting starts, book it to the back corner of the garage.
- Hiding in the back corner prevents them from sneaking up behind you.
- Press the right bumper, to hide behind the cars. Although it might not seem like much, it protects you a bunch
- After the first wave, the cars start to get damaged. Watch the cars that you around you. If they catch on fire retreat further back. An explosion will take you out
- If you run out of bullets try to get in one of the parked cars, or if you can do it safely, the NOOSE van, and run over the cops.
ESCAPE
- When the coast is clear, glean the room for the armored vests and guns left over.
- After you clear out the cops, grab the NOOSE truck or better yet, the lighting fast BUFFALO sedan
- Take an immediate right out of the garage and head for one of the cross-town boulevards so that you can out run the cops.
This whole mission was to clear out the security protection that Maki has.
On the way out Ray teases Luis, tells him that his share in Tony's club is just an illusion so that tony can hang out with him. Luis is just security. Ray tell Luis that he will hire him and teach him how to make something of himself
8 HRS - The missions are more difficult and Rockstar's clumsy controls are showing.
DROPPING IN (Ray B) ===================================================================
D- 6*
E - 8 *
L - M
Luis walks in on Ray's man-servant, Timur, playing some nasty fuzz-tone guitar. Ray is dancing with his AK-47. Luis doesn't take to this Russians' sense of hospitality and nearly takes it out on Timur. Taking it all in stride, probably so they can get down to business, Ray orders Luis to kill the owner of the sought-after Hockey team, Maki Ashvilli. Luis balks. He takes a somewhat arbitrary stance that he is no hit men. A cop killer yes, but not as despicable as a hit man. Despite his objections, Ray forces him to get in there and kill and to take Timur with him.
On the way, Ray's personal thug has a philosophical debate with Luis as to whether he really is a horrible man. Despite what he says, Luis argues that he is isn't just a mindless killer.
The two killers board a chopper with the goal of dropping Luis onto the roof Maki's office building undetected.
Jump out of the chopper and aim for the Helli-pad on the roof-top.
From the roof...
- Shoot your way down the abandoned looking hallway.
- Jump down the elevator and be ready to turn around and fight the guys who are ready for someone to just drop down the shaft.
- Fight through the hallways and wind through the rooms. You can identify the doors that you can walk through because they have a triangle warning symbol on them.
- Open doors by shooting them. This allows you to have a clear shot into the room without sticking your neck out.
- After you get to the circular main desk, look behind the filing cabinets in the corner, there is a big, green health pack.
Mikil is just around the corner in a conference room overlooking Time's Square.
- When you kill Mikil, jump out the window, open the parachute and float down to time square. After 9/11 I truly thought that it would be a good public policy to equip all high-rise buildings with parachutes as an alternate to fire escapes. This mission proves that idea is at least partially feasible.
- When you land, find a car fast. The other body guards are right behind you.
- When you get the car, drive off and once you get a safe distance away the mission is over.
IN THE CROSS HAIRS (RAY B.)===============
D- 8*
E - 7*
L - M
This time Ray is without his trusty man-servant. He commands Luis to head for the rooftop downtown to protect Timur while he does something shady.
On his way out, Luis orders a sniper rifle knowing that he will be doing some precise shooting. But shouldn't, in the world of assassins, weapons be part of the contract? He must get paid for gas and mileage. Doesn't he? Why not weapons too.
When Luis gets to the building he finds a box. Inside is the head of the cook that sold them the diamonds. Those were Ray's diamonds and he is now trying to kill Luis.
At the top of the building....
- Duck and when they stop shooting, press the left trigger and zoom with the left stick.
- If you are locked on to a wall you cannot view the sniper scope.
- Check your map, the snipers are indicated with red circles. The arrows indicate their elevation relative to you
After the first set of snipers have been eliminated, Luis tries to get off the roof. It is locked and in flies a chopper.
- Hide behind the raised wall, it protects you from the snipers and machine gunners. Your first task is to get rid of the chopper.
- Instead of wildly chasing the chopper with your scope, hold the sights steady in its flight path. Fire when the chopper gets into your sights.
- Aim for the pilot to down the chopper or the gunner to protect your head.
After you shoot down the chopper, work on killing all the guys on the surrounding rooftop....
- Shoot chopper's the machine gunners first, then the snipers
- After the first wave the rest come trickling out like a bizarre Russian version of Mary Poppin's chimney-sweep scene. Except, of course, no dancing.
- When they are all killed, jump over to their roof top. More will pop out.
- Continue jumping from rooftop to rooftop towards the marker.
- When you get to the fire escape, clear out the guys below, and run down to the now vacant cars.
- Drive far enough away and you beat the mission
Luis calls Tony to apologize. He had met with the Russians behind Tony's back. The diamonds that they bought were stolen by the cook and Ray was just luring Luis into his trap to get back at him.
FOR THE MAN WHO HAS EVERYTHING (Yousuf) ========================================
Yousuf enters with his normal inappropriateness. Yousuf gloats that his ancestors built Ziggurat and this building that he is making now is going to be great. He says the building is going to be totally over indulgent and too expensive for anyone else.
Yousuf called Luis so that he could get a ride to his chopper. Yousuf wants a subway car and Luis is going to clear the way so that he can pick it up. It is going to be part of a huge resort in the Gulf.
Drops you off on an overpass. Stand at the marker, but
- Move slowly towards the front.
- Your main objective is destroying helicopters, moving to the front is secondary. As soon as you see one, start firing.
- Push down the left stick to duck. You must do this for the low bridges and particularly climactic scene about under a helicopter.
Yousuf comes in with his helicopter crane and grabs the subway car.
LADIES NIGHT (TONY) ==============================
E- 7
D- 7*
L - M
Tony is upset. Gracie has been kidnapped. Then they start bickering about who is a bigger junkie or low-life psychopath. Tony Grabs a gun and says that he was the one that is holding Luis back and tries to commit suicide. But the gun jams or was never loaded. Luis knocks him out and they run off to find Gracie.
Follow the car. Hold the B button to keep the camera centered on him.
- You don't have to follow too closely, and can maintain a pretty high altitude to avoid the buildings.
- When he heads into the tunnel, go to your map. The tunnel is that two-lane, dark grey line that heads west under the river.
- Follow that line, if you hold B it will kind-of track where the car is. I used my map to find the other end of the tunnel
- If you followed him to the other side successfully, he continues into a parking garage.
- Circle around the garage until he reemerges.
- He drives another two blocks to an apartment.
Tony "phones it in" and tells Luis to fly back to the nearby helipad.
Ladies Half Price (TONY)================
L -S
D - 3 *
E - 4*
Brucie is there at the door trying to get into Maisonette . He compliments you as an adventurer, a lone wolf, but with a sensitive side. Then Brucie arrives within an inch of getting fresh with Luis. He stops, gets offended, and covers saying he is not gay. Luis totally brushes it off instead of feeling like a insecure prick.
Luis takes Tony to the pier and so they can surprise the kidnappers by water. The kidnappers demand the diamonds in exchange for Gracie. Luis is fearful though because the Russians also want the diamonds and they will kill to get them back.
They land and Tony is determined to give the diamonds back. The captor is Niko Bellic. Gracie is gagged and Luis fabricates the exchange rules by putting the diamonds in the middle and sending Gracie over. It is a strange fusion of Red Rover, Red Rover and Snatch the Bacon.
Gracie asks why we didn't kill them. Luis starts shooting as Tony pops pills and runs back to the boat with Gracie to the boat. Nearly a firefight but Luis decides to skip the bloodshed much to the whining of Gracie.
PARTY'S OVER ============================
D- 9*
E - 7*
L - L
Rocco and his uncle are hanging out in the bathroom. They meet with Luis to tell him that Ray and the rest of the Russians are going after him but he can be appeased if either Tony or Luis is killed.
Luis leaves to find Tony. But as he enters the club, the Italians are already there holding Tony at gunpoint. Tony pleads that he is good for the money but Luis explains that one of them has to die. They throw Lou the gun and he looks Tony in the eyes apologizing. Just as Luis is abut to pull the trigger, he turns it on the old Italian.
Rocco, unscathed says that this carefully orchestrated plan is going to fall apart. The Russians are coming. He then runs.
And they do come flooding down the tiger-stripped stairs. Tony and Luis take safe cover behind a delicate bamboo railing.
- The Russians come pouring in by 3 or 4 waves.
- Each wave is made up of two types of guys: guys who blitz and those who just stand and shoot. The blitz guys are the most deadly because they come up to the deck and shoot you from behind.
- When the first part of the wave comes, don't even try to shoot the Russians. Instead, turn around so that when the blitzers come up the stairs you can take them out before they shoot. There are usually 2 blitzers in each wave.
- When the blitzers are done, turn around and blind fire at the guys standing and shooting. Be sure you have taken cover behind the pillar with the Maisonette 9 TV screens.
- Repeat this for each wave.
- If you need health, turn around, there is a med kit stapled to the wall in the corner.
After the waves are done, follow tony to the front door.
- Take cover behind the wall on the non-hinge side of the door - shoot it to open it.
- Blow up the cars first so you have some nondestructive cove later.
Tony says he is leaving, this is too much. He flees. Luis warns that they will still find him.
HR: 10HRs - 7* - Really exciting what to see what happens next
DEPARTURE TIME (T) ========================
Tony is drinking and packing. Luis verbally smacks him into hit. Then Tony holds it against Luis that he tried to kill hm. Luis says that it will always be the two of them against the world.
They head to Funland because the word is that the Russians are getting in a big Heroin shipment. Luis thinks that by shutting off their income stream he can stop them.
- Fight through this really cool ending level, so creepy.
- Shoot the ducklings which are the hidden H.
- When you destroy the last duckling, head back to clear out the other side of fun-land.
Timur yells at Luis and tells him that Ray is heading out of the country.
- You must kill Timur, but don't worry he never runs far and stops in a nearby corner.
- Follow the radar and head for the red dot. Kill him. He doesn't even turn into a Mecha-Timur or breath fire. He doesn't even have body armor.
Follow the map to the bike and head for the airport to get Ray. En route to the airport Yousuf comes back like Han Solo but in an attack chopper to protect Luis as he races to the airport.
When you get to the airport, Ray is taking off in his plane. Race down the tarmac and get close enough to start the cut scene. Luis jumps aboard.
In a modern-warfare-sort-of-way Luis shoots his way to the cockpit. Ray is there and holds a grenade threatening that if he dies the plane blows up. Shoot him despite the warning and the plane does, in fact, blow up.
Drive Luis to the park. He runs into a bum. In the scuffle he drops the diamonds. The bum finds them and gleefully dances off.
They sit around the giant globe sculpture and talk about their childhood dreams. It really is a great moment. They have a real hear-to-heart and congratulate themselves on keeping each other alive.
Yousuf comes running in swearing and slurring his way into convincing the two buddies to move with him and start club franchises around the world. The scene fades to gray and we say goodbye.
The credits roll as a crane shot pans over the globe. The music plays and it feels like the end to a Rodney Dangerfield film.
FINAL TIME: 11Hr 23 MIN 7* Good end mission, fantastic, cool ending.
...Okay, wow, posting a comment that exceeds the comment system's limits is a bad idea. I just noticed that duplicated my lengthy post SEVERAL times. This sucks, if a staff member sees this, can you please erase the duplicates? #walkthrough
Since nez77 did it, I may as well. Here's my walkthrough for Insecticide, the least appreciated DS game of all time, which also contains profiles of characters, enemies, and weapons.
Special Thanks +ST
=======================
This section, at the top of the page, is reserved for anyone who has helped
me in any way with the creation of this FAQ, whether they contributed in any
significant way, provided information, gave me advice on writing this, or
even pointed something out!
This section is currently empty.
=======================
Table of Contents +ToC
===========================
0. Special Thanks +ST
I. Table of Contents +ToC
II. Updates and Version History +UVH
III. Introduction +INT (please read!)
IV. Controls +CT
V. Setting and Background +SaB
VI. Character Profiles +CP
VII. Enemy Index +EI
VIII. Scarab Locations +SL
IX. Weapons +WP
IX-a. Firearms +Fms
IX-b. Abilities +Abl
IX-c. Other Firearms +OF
X. Walkthrough +WT
X-a. Great Expectorations +GE
X-b. The Soda Bomber +TSB
X-c. Buzz Kill +BK
X-d. Stick Up +SU
X-e. Histamine Field +HF
X-f. Bug Day Afternoon +BDA
X-g. Pier Pressure +PP
X-h. Downtown Showdown +DS
X-i. Honey Train +HT
X-j. Railroad Typhoon +RT
X-k. Home for the Hominids +HH
X-l. Revelation #9 +R9
X-m. I, Robobug +IR
X-n. Ka-Bloom! +KB
X-o. Soda City +SC
X-p. Fear Factory +FF
X-q. Call Me Honey! +CMH
X-r. An Explosion of Cherry Flavor! +ECF
XI. Glitches and Oddities +GaO
XII. Frequently Asked Questions +FAQ
XIII. Contact Info +CI
XIV. Legal Stuff +LS
(Note: Additional sections
may be added in the future.)
===========================
Updates and Version History +UVH
=====================================
10/26/08 - Version 1.0
========
Done! Here it is, version 1.0 of my Insecticide
FAQ. I may add more content in the future, but
for now, it's finished and ready to sumbit to
GameFAQs.
10/24/08 - Version 0.3
========
Finished the Enemy Index, Glitches and Oddities,
Character Profiles, and FAQ sections.
10/23/08 - Version 0.2
========
Over the last few days I've finished the basic
formatting for this guide, and about half of the
sections I have planned. Considering how small
the amount of time it would take to finish what
I currently have planned is, I may wait until
Version 1.0 is ready to submit this to GameFAQs.
10/19/08 - Version 0.1
========
The Walkthrough is complete, and contains all
Scarab locations. I think everything else should
be fairly easy to do after this.
=====================================
Introduction +INT
======================
Hello, and welcome to my Insecticide FAQ. I hope that you'll find it
useful, despite my bad writing. The investigation portions of the
walkthrough only cover the minimum that you're required to do to
complete the mission, while the action parts are comprehensive and
cover everything from Scarab locations to every time you can expect
an enemy to attack. As such, the writing in the action sections can
get stale rather fast, so I'll be accepting alternative versions of
each mission. If you would like to contribute, see the Contact Info
section of this guide. Please let me know if you find any factual or
typographical errors, or if you feel that anything needs clarification.
Some sections contain minor spoilers. If you would like to avoid these,
don't read about a weapon until you have it, and refrain from skipping
ahead in the walkthrough. Any major spoilers will be clearly marked.
In case you're inexperienced with conputers, or just unaware of the
fact, you can press CTRL+F to find content on the current page. Next
to each section in the Table of Contents, you'll see a two or three
letter acronym with a plus sign in front of it, such as +INT; type it
into the seach bar to find the corresponding section on the page.
(note: this feature is not case sensitive)
======================
Controls +CT
=================
Insecticide is broken into two types of gameplay, each of which
has its own control scheme. Unlisted buttons do nothing.
Menu
======
Control Pad - Scroll through menu
A Button - Confirm selection
B Button - Cancel selection
X Button - Erase file (file select menu only)
Touchscreen - Can perform Control Pad and A/B button functions
Action Level
==============
Control Pad - Walk, turn
A Button - Lock onto enemies within selected weapon's range
B Button - Jump, double jump
X Button - Look around with Control Pad
Y Button - Cycle between weapons
R Button - Use selected weapon*
Start Button - View pause menu
Touchscreen - Hold down to look around, tap to jump, select weapon
Investigation Level
=====================
Control Pad - Walk, turn
A Button - Examine object/initiate dialogue, scroll through text
X Button - Exit examination/dialogue screen, look around with Control Pad
Start Button - View pause menu
Touchscreen - Inspect/use evidence, examine scene, perform A/X button functions
* if close enough to an enemy, a kick attack
will be used instead of the selected weapon
=================
Setting and Background +SaB
===============================
Insecticide is set in the distant future, in the city of Troi.
Long ago, human geneticists developed crops that were resistant
to pests of all kinds. Unfortunately (for the humans, anyway),
the pests adapted and ate the crops, which it turned out were
genetically unstable enough to cause mutation in the consumers.
Over time, the arthropods and various other protostomes evolved
to become the dominant creatures on the planet; the humans weren't
so lucky. The same altered crops caused severe, lethal allergies to
form in them, killing off most of the species and forcing the rest
to seek shelter from the deadly pollen. By the time that Insecticde
takes place, humans, now referred to as Hominids, are an old and dying
race, and are considered to be inferior to the insects. Due to the toxic
pollen permeating the city, they must wear hazmat (hazardous material)
suits to survive.
The city's inhabitants are ruled by their addiction to Nectarola, a
soft drink made of pollen and nectar produced by the drone offspring
of Madame Haezzle Quinbee, the queen bee and CEO of Nectarola Co.
Shortly before the introduction of a new flavor of Nectarola, Manchurian
Cherry, a mysterious terrorist the press are calling "The Soda Bomber"
starts setting off explosive soda cans in seemingly random places around
the city. Though none of the bombings have been fatal, the case has been
delegated to Precinct 47's Insecticide division, headlined by veteran
detective Roachy Caruthers and his rookie partner, Chrys Liszt.
===============================
Character Profiles +CP
===========================
=Chrys Liszt=
Chrys is a rookie cop with a mysterious past, and the
protagonist of the game. She doesn't remember her past,
but has recurring nightmares that seem to be tied to it.
Her only possession from her former life is a photograph
of her as a child, standing with an unknown man. The name
Chrys Liszt is a play on the word chrysalis, which is the
type of pupa caterpillars become. The surname Liszt is of
Hungarian origin.
Notes: Chrys is a bit of an enigma, even to herself. Her
memory of her past is murky - possibly due to an accident
that she suspects has left her on her own.
She has disturbing flashbacks and te mystery haunts her
dreams, but she has yet to make any sense of it. It's her
quest to find these answers that caused Chrys and Roachy's
paths to cross. She is thoughtful, curious and tough, and
she makes a good detective without really having intended to.
She can stick to walls for brief periods of time and run
along them, is unfazed by a shot of bug spray that would
take down an insect twice her size, and seems oddly to be
one of the few inhabitants of Troi not totally obsessed
with Nectarola.
=Roachy Caruthers=
Roachy is a veteran detective, and Chrys' partner. Having
put some weight on around the thorax, Roachy isn't quite as
spry as he used to be, and as a result has been shot some
forty-seven times in his career. He was the lead detective
on the case of Madame Quinbee's egg-napping thirty years ago,
and while it remains unsolved to this day, she's never held
it against him. Roachy is a stereotypical veteran cop, with
a name to match. The name Caruthers originates from Scotland.
-From the Case File-
Nickname: Bullseye, The Donutator.
Height: 5'1".
Weight: 155 lbs.
Species: Cockroach.
Weapon of choice: "Amber".
Affiliations: Chrys Liszt's partner.
Notes: A cop for thirty-some years, Roachy is one of the
longest serving veterans on hte Troi P.D. Not that that buys
him respect or credibility with the big bugs downtown - Roachy
has always been a "street roach." He's approaching retirement
age, but Chief Chigger made it clear that the precinct would
close up and cut pensions if they couldn't find some bodies to
fill the desks and solve a few cases on the board. This lead to
one of Roachy's better ideas: recruiting Chrys to the academy.
He's been shot forty-seven times in the line of duty, but it
hasn't slowed him down much - even though cockroaches didn't
quite become the dominant species on the planet as most humans
predicted, they are nevertheless extremely durable.
=Madame Haezzle Quinbee=
Quinbee is the chairman and CEO of Nectarola Co, the largest
employer in the city of Troi. The single most recognizable
face in the city, she's getting on in years, but can apparently
still produce all of the drones required to tend to the pollen
fields. Her royal egg, which would have hatched into the heir
to Nectrola Co., was stolen thirty years ago. The name Quinbee
is a play on queen bee, while the name Quinn hails from Ireland.
-From the Case File-
A.K.A.: "Honey", Chairman Quinbee.
Height: 5'10".
Weight: Classified information. All previous medical records have
been sealed, and some sort of jamming device is rumored to
override previous attempts at gathering this data.
Species: Bee.
Outstanding warrants: None.
Record: None.
Weapon of choice: N/A.
Affiliations: N/A.
Notes: Roachy would kill me if he saw I even had his "girl" on
the suspects list. Not sure what gets into him whenever he's
around her, but he's definitely "distracted". Truth is, anyone
present during the murder, or even affiliated with the victim,
for that matter, is a potential suspect. Although I have my
doubts as to why such a high-powered executive like her would
stoop to getting her hands dirty offing a nobody like Buzzbee.
CEO of Nectarola Co, number one employer in the city, and maker
of Troi's most popular beverage/foodstuff. Nectarola is also
Troi's main export (not counting crime and weapons).
=Ozwald Mandias=
Ozzy is an old Hominid scientist, and seems to know about
Chrys' past. It turns out that he's the mysterious figure in
the old photograph; aside from that, very little is known
about him. The name Ozzy Mandias is a play on Ozymandias,
a sonnet about a long-dead, boastful king who considered
himself and his works to be the greatest things in the
world, though now all that remains of him is an ancient,
crumbling statue.
-From the Case File-
Nickname: Ozzy.
Height: 5'7".
Weight: 132 lbs.
Species: Hominid.
Weapon of choice: The non-sequitur.
Affiliations: Works for an unknown employer in an elaborately
outfitted lab at the top of Hominid City.
Notes: Ozzy is a talented scientist, whose faculties have
declined somewhat over the year due to pollen exposure. He
works in a solitary facility that seems to be a genetics lab,
a demolitions facility, or both. The equipment there costs more
than everything else in the underground city combined, but what
Ozzy is using it for is a mystery. He seems to be holding back,
no doubt because of the security cameras trained on him 24/7.
One thing for certain, though, is that he seems to know a lot
about me and is somehow connected to my mysterius past.
===========================
Enemy Index +EI
====================
What's an action game without memorable enemies?
An action game without memorable enemies, is what.
While only time will tell how memorable your foes
in Insecticide are, you should at least remember
how to deal with them while playing.
Regular Enemies
=================
=Spit Bugs=
Spit Bugs use their own noxious oral secretions
as a weapon, and will opt to spit at you from afar
rather than risk close combat. As you only find them
in one mission, your options for fighting them are
limited. Just dodge their spit, and return fire with
the Pollinator. The group you that encounter call
themselves The Spit Fires.
Ranged Attack: Toxic spit.
Close Attack: Targeted toxic spit.
Note: At close range, the Spit Bugs' attack is much
more accurate than it is at a distance.
Notable Members: Artie Phlegming, Jimmy Spitzler
Missions: Great Expectorations.
-From the Case File-
A.K.A.: The Droolers.
Species: Spit Bug.
Outstanding warrants: They're all wanted for something.
Record: As long as their antennae.
Weapon of choice: Toxic saliva.
Affiliations: They're affiliated with no one, they run
with the wind (although they try not to spit into it).
Notes: Artie's gang. They're tough as spit, with attitude
to match. The toxic saliva is bad enough, but after some
"friends" gave them extra firepower, they were especially
dangerous. Didn't do Archie much good though when he was
staring down the grill of a speeding delivery truck.
=Stick Bugs=
The Stick Bugs that associate with Stix call themselves
The Javelins. They move quickly, hit hard, and play dirty.
They only appear during the Stick Up mission, so the best
way to handle them is to dodge their attack and close in
for a shot with the Nectar Blaster.
Ranged Attack: Beetle Busters.
Close Attack: Shin kick.
Note: Stick Bugs wield a Beetle Buster in each hand,
for a total of four. The Beetle Buster is a
hard-hitting laser pistol, and four of them at
once is almost like a Nectar Blaster.
Notable Members: Jimmy "Stix" McGillicuddy.
Missions: Stick Up.
-From the Case File-
A.K.A.: Trouble.
Species: Stick bug.
Outstanding warrants: Across the board.
Record: They all got 'em.
Weapon of choice: You name it, but they prefer Beetle Busters.
Affiliations: Sometimes been known to run with
biker gang A Touch of Weevil.
Notes: These guys pop out from behind light posts when you
least expect it, then disappear just as easily. Their turf
is most of the West side near the warehouse district and the
bay. They're mostly small time thugs and gun runners, but
there's a rumor that some of them are deeper into a big
weapons smuggling operation.
=Mechsquitos=
There's not much to say about Mechsquitos. They're outfitted
with antique pistols, and attack in groups of two or three in
wide-open areas. The best weapon to use against them is the
Nectar Blaster, as its shots are able to hit more than one
enemy at once.
Ranged Attack: Antique pistol.
Close Attack: Same.
Notable Members: N/A
Missions: Pier Pressure, Home for the Hominids,
An Explosion of Cherry Flavor!
-From the Case File-
A.K.A.: Buzzguns.
Height: 6".
Weight: 1.3 lbs.
Species: Robots.
Outstanding warrants: N/A.
Record: N/A.
Weapon of choice: Antique pistol.
Affiliations: Robobugs carry a small hive of these in a
compartment in the back of their suit.
Notes: Robobugs set these guys loose at the waterfront.
They home in on you with a built in GPS, like a flying
pistol with radar. These bugs will swarm and catch you
when there's no cover.
=Robobugs=
Robobugs are the main enemy in the game, so you'll be
seeing a lot of them. They use Nectar Blasters, you might
want to avoid the direct approach. The safest way to handle
them is to hit them with mold spores, then wait it out. If
you aren't so patient, or don't have adequate cover, a shot
from the Nectar Cannon will usually take them out. In the
later stages of the game, you can use Brain-Freeze or Total
Confusion from behind cover to avoid taking damage.
Ranged Attack: Nectar Blaster.
Close Attack: Backhand.
Note: Robobugs will normally attack with Nectar
Blasters just like the one you use, but if
you get too close they'll backhand you.
Notable Members: None.
Missions: Pier Pressure, Downtown Showdown, Railroad
Typhoon, Ka-Bloom!, Fear Factory, An Explosion
of Cherry Flavor!
-From the Case File-
(Note: The file for Robobugs changes almost
every mission, each time with spoilers, so
I've chosen to use their initial entry.)
A.K.A.: What the heck is that?
Height: 6'7".
Weight: 413 lbs.
Species: Unknown.
Outstanding warrants: Wanted for destruction of the Dewdrop
Trough, interfering with the arrest of
a suspect, and assault with deadly force.
Record: Unknown.
Weapon of choice: Nectar Blasters.
Affiliations: Unknown.
Notes: The facts are that these "things" busted up the
diner, grabbed my perp, and used deadly force to prevent
us from capturing or questioning them. That's nothing
unusual for a night in Troi. What's unsuual is their
strange mechanical suits, and the fact that I've seen
them before... in my recurring nightmares!
=Appliance Bugs=
Appliance bugs are unique in that they serve as both
enemies and weapons. They attack with a laser, which
while hard to avoid, doesn't do much damage. A single
shot from any weapon or a well-placed kick will stun
them, allowing you to pick them up and use their laser
pistols. They will continuously spawn from their nest,
so destroy it if you want to stop the flow.
Ranged Attack: None.
Close Attack: Targeted laser.
Note: Probably due to their size, Appliance Bugs have
the shortest range of any enemy in the game.
Notable Members: None.
Missions: Railroad Typhoon, Home for the Hominids.
-From the Case File-
A.K.A.: Ouch, that stings! Wrong number.
Height: 7".
Weight: 1.5 lbs.
Species: Robot.
Outstanding warrants: N/A.
Record: N/A.
Weapon of choice: Remote operated mixer cooled laser
pistol with telephonic pulse.
Affiliations: Part of the Hominid Security and
Telecommunications Network and comes with
a Good Homemaker gold star rating.
Notes: A nasty little critter cobbled together from misc.
spare telephones, irons, mixers, remote controls, and other
electronics and appliance parts, strapped together with duct
tape, and outfitted with a laser pistol. If you can stun one,
you can pick it up and strap to your arm to use as a weapon.
=Hominids=
While slow-moving, Hominids use bug spray guns that emit a
continuous stream, which have a surprisingly long range. They
almost always appear in groups of three, but aren't very good
at covering each other's backs. At close range, some enemies
have a strong attack designed to knock you back; not only do
Hominids not have one of these, but due to a glitch, they're
unable to hurt you at all. At extremely close range, the bug
spray guns can't hit you unless you jump or attack.
Ranged Attack: Bug Spray Rifle
Close Attack: None.
Note: At extremely close range, Hominids are unable to attack.
Notable Members: Ozwald Mandias, Carson Gabwell Jr.,
Unidentified Hominid (in cell)
A.K.A.: Those freaks in the plastic wrap helmets.
Outstanding warrants: Unknown.
Record: Unknown.
Weapon of choice: Semi-automatic compression projection
bug spray rifle.
Affiliations: Unknown.
Notes: Their makeshift metropolis was built using scrap
metal and train parts, but it's well organized and seems to
be the base of operations for Robobug excursions. The bigger
mystery, though, is their use of the strange symbol and its
connection to the crate on the train and my past.
=Beebots=
Beebots prefer to attack from afar, but will close the
distance if you take cover. If you're able to hit them
with Total Confusion, it will help a little; otherwise,
they take two hits before going down.
Ranged Attack: Optical laser bursts.
Close Attack: Same.
Notable Members: Beebot Chef #22.5, "Tinny Tim" (murder weapon)
Missions: Ka-Bloom!, Fear Factory, An Explosion of Cherry Flavor!
-From the Case File-
A.K.A.: The Nectarola Mascot.
Height: 4'9".
Weight: 685 lbs.
Species: Robot.
Outstanding warrants: None.
Record: None.
Weapon of choice: Twin corneal machine cannons.
Affiliations: Works exclusively for the Nectarola Co.
Notes: (Update: These guys aren't so beloved anymore.)
Watch out for those eye cannons! The beloved Nectarola Beebot
is a spokesbot universally adored and trusted by the cirizens
of Troi. First appearing in a commercial several years back
for the ill-conceived E.Cola, the Beebot nevertheless rebounded
into Troi's hearts after securing a supporting role in the new
ad campaign featuring Quinbee herself as spokesbug. The Beebots
are quite accomplished dancers with a pleasant speaking voice
and a lovely tenor. Spare parts are hard to come by.
=Bees=
(Note: This section contains spoilers.)
Two of these drones are summoned by Quinbee with yellow
pheromones during the final battle on the roof of Nectarola
Co. in the mission "Call Me Honey!". They use Nectar Blasters
and, when you're close enough, will punch with two of their
four arms. If you use Total Confusion on them, they'll attack
each other and Quinbee, but she'll kill them after only a
few seconds.
Ranged Attack: Nectar Blaster.
Close Attack: One-two punch.
Notable Members: Cecil Bee, Buzzbee, Dr. Pharkus Swellbee.
Missions: Call Me Honey!
-From the Case File-
(Note: As there is no file specifically for the drones
you fight, I'm using the one for the Bee Guards.)
A.K.A.: N/A.
Species: Bee.
Outstanding warrants: Unknown.
Record: Unknown.
Weapon of choice: Surliness.
Affiliations: They work exclusively for Quinbee and Nectarola,
and are rarely seen outside company property.
Notes: They're what's left of Quinbee's Apian Guard, and
part of the larger Nectarola Bee workforce, although recently
Quinbee's been seen mostly with Beebots. She claims it's all
part of her new "friendlier" image, but there are rumors that
it's actually because the Bee population is dwindling. Hard
to verify, as they've always been a secretive group and
Nectarola claims a majority of them working at one of their
many undisclosed Pollen Fields locations.
If you would like to see descriptions of the game's four
boss battles added to this section, just let me know.
(See Contact Info below.)
====================
Scarab Locations +SL
=========================
You've probably seen large, golden bugs sitting in some
out-of-the-way spots in the action levels of Insecticide
and thought, "what's this thing?". These are the Scarabs,
hidden tokens that will increase your health meter. There
are forty-five of them scattered throughout eight of the
game's missions, some of which are quite well-hidden.
=Great Expectorations=
Scarabs: 3
1. At one point, you will be faced with two Spit Bugs on
the roof across from you. Past them is a series of circular
platforms, the last of which holds a Scarab.
2. After the roof with the two Spit Bugs is a billboard.
Jump to it, then drop to the roof below and turn to the
right. A series of ledges leading down ends in a Scarab.
3. Just before the building containing the large fan, you'll
fight two Spit Bugs. Past them is a crate, behind which is
the mission's final Scarab.
=Stick Up=
Scarabs: 8
1. In the building you enter after walking on the wires,
turn to the left in front of the exit window for a Scarab.
2. Immediately after the building mentioned above, a Stick
Bug will begin shooting at you from a platform on the left.
On another platform next to his is a Scarab.
3. After leaving the cable car tracks, you'll be shown an
area to the left with a blue floor which is full of holes.
Walk past it and jump to the platforms on the right for a
Scarab.
4. In the building with the chain link fences inside, there
are three gaps in the wall to the left. Two of them are
linked by a walkway which holds a Scarab.
5. In the next area is a large stack of crates, and two
Stick Bugs. Next to the one on the left, behind a crate,
is a Scarab.
6. In a gap between buildings, you'll be introduced to the
concept of wall-walking. On the platform you wall-walk to
is another Scarab.
7. After the wall-walk area, you'll be attack by a Stick
Bug on the left. To the right is a platform with a Scarab.
8. In the final area, Stix is to the left of where you jump
down, while some shipping containers and Stick Bugs are to
the right. Behind the containers is the final Scarab.
=Pier Pressure=
Scarabs: 4
1. The first area is full of shipping containers and a few
Robobugs. There's a single small building with street lamps
around it, behind which is the first Scarab.
2. After crossing the crates floating on the water, you'll
find a stack of crates which you climb to get the Mold Spore
Launcher. Behind the crates is a Scarab.
3. Right after you get the Mold Spore Launcher, you'll take
a ramp down to an area with shipping containers and Robobugs.
Walk straight from the end of the ramp and past the containers,
then turn to the left to find an alcove with a Scarab in it.
4. On top of the ship, you'll find a red path which has cranes
swinging across it. At the end of the path is a walking wire
to the left, and a blue/gray floor to the right. Drop down to
the floor on the right to find the final Scarab behind the
shipping container that's sticking out.
=Downtown Showdown=
Scarabs: 4
1. To the left of the wrecked Nectarola delivery truck is a
short alley containing two Robobugs. On the left side (from
the entrance) is a Scarab.
2. There's a small gap between the wrecked truck and the wall
behind it; hiding in that gap is another Scarab.
3. Through the gate opened by the control panel is a ledge with
a ramp on it. On the left side of the ledge is a Scarab.
4. After breaking the first street lamp, you'll find yourself
on a balcony. To the left is the second street lamp, and to the
right is the roof of a building you're able to jump up onto. On
the roof, on the other side of the alley you started the mission
in, is the final Scarab.
=Railroad Typhoon=
Scarabs: 5
1. Turn to the right as soon as the mission starts for a Scarab.
2. Instead of heading into the executive lounge car ahead,
turn around and go into the caboose for another Scarab.
3. Immediately to the left of the door you came in through in
the executive lounge is a Scarab.
4. Immediately to the left of the door you came in through in
the dining car, between the wall and the kitchen, is a Scarab.
5. In the first passenger car, turn to the left just before
the door to the next one for the final Scarab, which had been
blocked from view before by a wall.
=Home for the Hominids=
Scarabs: 8
1. Early in the level you'll encounter three Hominids; one on
a platform, two on a raised ledge to the right. After getting
on the ledge, head back towards the start of the level for the
mission's first Scarab.
2. After the aforementioned ledge, you'll jump from an odd
structure made of circular segments to a roof. To your right
are two large pipes, with a Scarab visible on the other side.
Circle the building to the left until you reach the other
side of the pipes to collect it.
3. From the building mentioned above, follow a beam or pipe
to another, where a Scarab will be clearly visible to the
left of the red roofs.
4. When you come to the first walking wire after the red
roofs, ignore and walk past it for a Scarab surrounded by
four cans of Nectarola.
5. From the last Scarab, drop down to the right to a ledge
which holds another.
6. After the series of chimneys and beams, walk all the way
down to the end of the ledge/roof you're on to find a Scarab
on the right.
7. When you reach the long line of red walls you're required
to wall-walk on, do so on the right side, and at the end you'll
find a Scarab.
8. At the end of the stage you'll find a walkway, the left
side of which ends in the building with the strange symbol
above it. To the right is the final Scarab.
=Ka-Bloom!=
Scarabs: 4
1. In the first area of the greenhouse are large devices
that release a damaging spray of pollen. Past them, rather
than following the path to the center of the room, jump to
the platforms straight ahead for a Scarab.
2. At the end of the ledge with the control panel in the
first area, you'll find a Scarab.
3. In the second area, there's a Scarab hidden behind the
ramp on the floor.
4. After taking the wire to the central platform in the second
area, there will be a Scarab on a platform against the wall,
connected to where you are by wire.
=Fear Factory=
Scarabs: 9
1. In the first room, Robobugs will attack from the left
as you're crossing the crates floating on the Nectarola.
Floating in the air between the crates they're standing
on is the first Scarab.
2. In the next room, after activating the control panel,
turn around and jump back to the shipping containers to
find a Scarab, which had been blocked from view before.
3. In the next room, there's a Scarab behind the vat of
Nectarola straight ahead from the door.
4. In the same room, there's a raised walkway leading
to a door on the right. To the left, behind a yellowish
support column, is another Scarab.
5. In the room after the next one, drop to the floor,
where you'll find a Scarab under the suspended walkway.
6. In the same area, stay on the floor and walk all the
way to the other end of the room for a Scarab.
7. The next room is full of small platforms; take the
path to the left to reach a Scarab.
8. The next room has two paths- take the lower one,
then in the next room wall-walk to the left and cross
the pipe for another Scarab.
9. In the second-to-last room, you're required to
wall-walk to a control panel. On the platform right
before the sign you wall-walk on is the final Scarab.
=========================
Weapons +WP
================
As ten and a half of Insecticide's eighteen levels consist
of run-and-gun action, you should know the weapons at your
disposal. In the final third of the game, firearms will be
replaced with Chrys' own pheromonal abilities.
Firearms +Fms
===============
=The Pollinator=
The Pollinator is your default gun, and Chrys' weapon
of choice. Long-ranged and light on damage, it fills
the role held by 9mm pistols in most other games. As
it collects pollen from the air to form projectiles,
the Pollinator never needs to be reloaded.
-From the Case File-
Manufacturer: AgGrow Firearms.
Notes: Standard issue Troi PD firearm; I don't leave
home without it. Some of the other cops prefer heavier,
less modern side-arms, but I like it because it's light
and fast and never gets tired.
The department manual says the Pollinator is powered by
4 solar photovoltaic cells, with a backup 9 volt battery
and air cooled manifold. All I know is, thankfully, it
never runs out of juice.
Technical Specs: Continually extracts pollen from the air
to create highly-explosive refined pollen "donuts" (about
the only kind Roachy won't eat).
The Nectar Blaster functions like a shotgun, and is my
favorite weapon in the game. It fires blasts of hardened
nectar, and like a shotgun is only really effective at
close range. Nectar Blaster ammunition resembles a green
box with yellow spikes sticking out of it.
-From the Case File-
Manufacturer: Sweet & Kindle
Notes: I appropriated this piece of evidence from the
doorstep of one Jimmy "Stix" McGillicuddy, right after
he used it to shoot my partner. Roachy was ok though,
and Stix got away so there's no point in turning it
over to Chigger. Plus it kicks thorax at close range.
Technical Specs: Unloads a spray of hardened nectar;
good against groups of flyers. Not so good at long
distances, save this one for up-close-and-personal
sleuthing.
The Mold Spore Launcher is your best bet for safely taking
out large groups of enemies. The closest comparison I can
draw to it is an incendiary grenade; however, instead of
setting targets in the affected area aflame, it infects
them with deadly Mold Spores, which can be spread from one
to another. So long as the green mold splat is visible, it's
infectious. Mold Spore ammo appears as a green and silver,
somewhat isosceles trapezoid-shaped canister.
-From the Case File-
Manufacturer: Greensmere Industries.
Notes: Discovered in the Troi waterfront area; apparently
dropped by one of the Robobugs. I'll have to remember to
file a report on that, next time I'm in the Precinct.
Technical Specs: Launches explosive canisters which spread
infectious mold when they hit the floor. Infected victims
are also infectious, at least for the brief time they have
left. Good against groups of thugs.
Also spelled "Hista-mine", these proximity-activated
explosives are best suited for taking out enemy-spawning
structures, and can be used to set traps or function in
a fashion similar to Mold Spores, allowing you to eliminate
enemies while remaining behind cover. Histamines resemble
thick brown discs, with four spikes sticking out from the
sides and eight holes which release toxic pollen.
-From the Case File-
Manufacturer: Sinublast.
Notes: Mayor Bloombug commissioned these to deal with the
Hominid vagrant problem, but they were outlawed after a
backlash from unintended targets. Still available on the
black market from low-level arms dealers like Stix.
Technical Specs: Proximity triggered explosive device that
shoots a blast of toxic pollen. Causes a severe allergic
reaction in whoever comes in contact with it. Hominids or
Insect, they all swell up like balloons. Arm, throw, run!
Good against enemies under cover.
The Amberizer is a unique firearm, as it does little
to no damage. It's hard to say what traditional weapon
it's a parallel to, but the Amberizer's function is easy
enough to understand. It launches a globule of sticky amber,
which quickly hardens and immobilizes the target for a few
seconds. It seems to be based on Amber, Roachy's unique
pistol. Amberizer ammo is a basketball-size globe of amber.
-From the Case File-
Manufacturer: Jurassican.
Notes: Seems to be a heavy version of Roachy's unique
pistol. He's always been less than forthcoming about
its origin... I'll have to ask him what he knows about
this. Found downtown in the wreckage of a hijacked
Nectarola delivery truck.
Technical Specs: Shoots a rounded globule of amber that
envelopes and temporarily immobilizes the target; amber
is brittle and known to shatter.
TIP: Follow up quickly with a secondary attack, before
it wears off.
Damage: Low.
Range: Close.
Magazine Capacity: 15.
=The Nectar Cannon=
The Nectar Cannon is the favorite weapon of Hex, the
gadget-loving Wasp of Precinct 47's Insecticide division,
and with good reason. Similar in use to a rocket launcher,
it fires a stream of nectar that is lethal to almost all
normal enemies. Nectar Cannon ammunition takes the form
of a series of four flat pentagonal cartridges full of
yellow nectar, stacked on top of each other.
-From the Case File-
Manufacturer: Goldstream.
Notes: Hex tested one of these on Roachy... woulda killed a
lesser bug (but it did get Hex a 2 week suspension/vacation).
Not too many street thugs can afford a piece like this, or
afford to leave it lying in the street; gotta be carried by
someone pretty well funded.
Technical Specs: This heavy-duty weapon fires a lethal stream
of liquid nectar. Not much else to say about that, other than
"get outta the way."
Appliance Bugs are an odd sort of weapon, as they also
serve as enemies. Built by Hominids from scrap parts of
household appliances to serve as sentries, Appliance Bugs
will continue to spawn from their nest until it's destroyed.
Once an Appliance Bug has been disabled, it can be picked up
and used as a short-range laser pistol. Picking up additional
disabled bugs will reload your clip.
-From the Case File-
Manufacturer: Hominids, clearly! Plus I guess the original
appliance makers deserve some credit... HomniTelecomm,
BakersAide, and HouseMaster Appliances.
Notes: It's like an unholy marriage of watchdog and cake mixer.
Wish my appliances had this much enthusiasm.
Technical Specs: Patched together from various recycled
appliances and powered by a very single-minded intelligence,
these enemies may be picked up when stunned and fired like a
pistol until their ammo is depleted. These recharge in "nests"
and are deployed by Hominids as automated defenses. TIP: Taking
out a nest is the best insurance against future hassles.
Damage: Low.
Range: Close.
Magazine Capacity: 25.
Abilities +Abl
================
During the mission Revelation #9, Chrys meets a Hominid
scientist named Ozzy, who uses a gun-shaped instrument
to unlock something in her brain, allowing her to use
Pheromone-based hybrid abilities. Rather than requiring
you to pick up ammunition like firearms, the abilities
all use the same Pheromone meter, which will regenerate
with time, or can be instantly replenished by picking up
cans or kegs of Pheromones.
=Mind Blower=
The Mind Blower is unlike the other abilities in that it
doesn't give you control over the minds of your enemies,
but rather does physical damage to them with a concentrated
stream of Pheromones. The Mind Blower is similar in function
to the Nectar Cannon, but does less damage.
-From the Case File-
Manufacturer: I suppose I have Ozzy to thank for this
"ability", but it's not like he specifically outfitted
me with known powers... he just kind of combined DNA that
he thought would be cool and crossed his fingers.
Notes: When I grit me teeth and think about that irritating
whistling noise that comes out of Grubbs' nose when he eats,
this "power" just sort of... happens. Basically kills everything
in sight. I'm gonna have to watch out next time I see Grubbs,
though.
Damage: High.
Range: Far.
Pheromone Cost: Low.
=Brain-Freeze=
Brain-Freeze uses Pheromones to make enemies move, attack,
and react at one fourth of their normal speed for a short
period of time. Why its name is hyphenated and Mind Blower
isn't is one of the great mysteries of our time.
-From the Case File-
Manufacturer: Looks like another of my innate hybrid
"talents", although Ozzy's little probe gun flipped the
magnetic implant switch that was blocking this.
Notes: I concentrate on cold, and enemies freeze up.
Makes 'em move, shoot, and whatever else four times
slower for a period of time - kind of like Roachy before
his morning cup of coffee. Good for buying some extra
time to sort out my strategy.
Total Confusion is the game's most accurate portrayal
of how Pheromones work in the real world. When it hits
the targeted enemy, said enemy will turn on its comrades
for a short period of time.
-From the Case File-
Manufacturer: Yeah, like I said, I don't know who's
responsible, but I like it.
Notes: Causes enemies to turn on each other. Now that
I think about it, I might have been channeling this one
for years, considering some of the fights between Hex
and Grubbs at the precinct. And then there's Chigger's
screaming... maybe he's really a sweetheart. Or maybe not.
Cranial Combustion does just what it sounds like; it
makes your enemies' heads explode. It's Pheromone-based,
so it's unlikely that any actual combustion occurs.
-From the Case File-
Manufacturer: Same story, and I'm sticking to it.
Notes: I strain until my ears pop, and so do their heads.
This one takes a lot out of me, although not as much as
them, I suppose. Use it sparingly. Unless there's a room
full of criminals coming at you, of course, in which case
it's pretty effective. Did I mention their heads explode?
Preferrable against Robobugs, seeing as the head good stays
contained inside their helmets.
Damage: Lethal.
Range: Far.
Pheromone Cost: High.
Other Firearms +OF
====================
=Roachy's Pistol=
Roachy's pistol, which he calls Amber, is of unknown origin,
and seems to be unique. Chrys takes it from him at the end of
the game while he's under the influence of Quinbee's pheromones,
but having unlocked her own special abilities, doesn't use it.
-From the Case File-
Manufacturer: Jurassican Classic.
Notes: Roachy's carried "Amber" as long as I've known him.
Won't elaborate on how or where he got this unique weapon,
but it's pretty effective. Almost tailor made for slow-moving
Roachy, since it freezes enemies long enough for chubby to
catch up.
Technical Specs: Shoots a rounded globule of amber that
envelopes and temporarily immobilizes the target; amber
is brittle and known to shatter.
TIP: Follow up quickly with a secondary attack, before
it wears off.
Damage: Low.
Range: Close.
Magazine Capacity: 15.
=Beetle Buster=
There is currently little information available on
this weapon, as it is only mentioned in the case files
of Grubbs and The Javelins. The only time in the game it's
seen is during the Stick Up mission, where Stick Bugs show
it to be a relatively small, yet hard-hitting laser pistol.
The PC version of the game is called "Insecticide: Episode 1",
and Hex and Grubbs both seem to be pretty well-thought-out
for characters appearing in only a single level, so we'll
presumably see the Beetle Buster in future installments.
================
Walkthrough +WT
====================
Great Expectorations (Action) - +GE
=====================================
Sunday, 12:18 a.m.
Downtown Troi
Objective: Chase the arms buyer (Spit Bug).
Scarabs: 3
You'll start at the end of a short alley. Take note of the bottom
screen; the red and green bug in the center of the radar is you,
and the green marker is your objective. Below the radar is your
inventory, which at the moment holds nothing but The Pollinator (see
Firearms section). When you reach the end of the alley, Roachy will
tell you that he's going to be keeping in touch via the com-link
system. This just means that every so often he'll tell you what he's
doing, or give you advice. You don't have to read what he's saying if
you don't want to, but in combat sequences you'll be using cover a lot,
so it doesn't necessarily break the action. His input is often helpful,
or at least interesting.
Your suspect will take to the rooftops, so jump (B button) onto the
nearby crate, then onto the blue... building(?). When you jump onto
the green awning directly ahead, a Spit Bug will start spitting at
you. Wait until it gets close enough, then lock on to it (press the
A button). I recommend remaining on the awning and shooting (R button)
while jumping. Once it's gone down, follow the purple ramp forward and
to the right. Roachy will call in to tell you that you can do a double
jump by pressing B again while in the air.
Ahead (approximately one double jump away) are some round red platforms
on the side of a building. Take them to the roof, and you'll find a green
can spinning in place. This is Nectarola, the city of Troi's soft drink of
choice, and your health recovery item. If you took damage from the conflict
with the Spit Bug, grab the can (you'll consume it automatically); if not,
you won't be able to pick it up. Don't worry about saving it for later,
this is a short level, and there's Nectarola everywhere in the action
stages. Also, there's no punishment for falling to your death, and it
completely refills your health meter.
Take the ramp on the left side of the roof down to another Spit Bug
encounter. If you take damage, you can go back for the Nectarola, if
you really want to. Follow the red platforms to the roof, where you'll
find more Spit Bugs. Jump to the roof they were attacking you from, but
instead of following the perp, jump on the red platforms directly ahead
to get your first Golden Scarab. There are several of these bugs hidden
in each action level, and they will increase your health meter. Okay,
now you can get back to the chase.
Jump down onto the billboard with the Nectarola can on it, the down
to the roof. You can jump onto the red platforms, but if you turn to
the right you'll see several ledges, leading to another Scarab. Whether
or not you get it (oh come on, just get it), when you hit the first red
platform some Spit Bugs will spawn ahead of you and to the right. They
seem pretty far away, but you can lock on to both of them. When you get
off of the last platform, more Spit Bugs will spawn. This, however, is
your first chance to use cover. Lock on to one of them, then hide behind
the corner. After it attacks, press left to hop (Chrys hops when you're
locked on to something) from behind the cover, fire off a shot, then hop
back. Once you've dispatched them, collect the Scarab that's hiding behind
the nearby crate, then jump into the circular opening your arms buyer went
through. There are a few more enemies in here, and you'll have a chance
to practice shooting from cover on all of them. Once you're outside again,
follow the red platforms to the walkway (which is slightly lower than the
last platform), then to the arena-looking structure. You'll be given a
new objective: Take out the rest of the armed Spit Bugs to break through.
These guys are a bit more dangerous than the ones you've seen thus far, as
they're dual-wielding pistols that shoot a concentrated stream of nectar.
Utilize the available cover, double jump over nectar streams when necessary,
and grab Nectarola if you need to. Finish them all off to end the mission.
=====================================
The Soda Bomber (Investigation) - +TSB
========================================
Saturday, 5:18 p.m.
Precinct 47, Insecticide Division
Objective: Bring the case board up to date.
We've moved back in time seven hours, to find out what lead up to
Chrys chasing the Spit Bug and squaring off with a Nectarola truck.
Chigger, the chief of police, will rant about the case board having
none of the new data in the Soda Bomber case. It's your goal to gather
all of the missing data. Take note of the bottom screen again; where
the radar was before, you now have a large blank area that will display
the things you're investigating. The slots below that will now be used
to hold evidence.
Turn around to find a desk covered in coffee cups, donuts, and empty
Chinese takeout boxes. It, like everything else you can investigate,
has a magnifying glass over it- press the A button for a closer look
at this collection of cop cliches. The desk will appear on the bottom
screen; use your stylus to poke at anything that looks interesting.
Specifically, you can collect a donut from the box, and coffee from the
pot. Poke the pot once to make coffee, and a second time to take it. You
can poke each piece of evidence in your inventory for more information on
it... I recommend you do this to everything. Press the X button, or poke
the on-screen X icon, to stop investigating the desk.
From Chrys' desk, which is the next one in line, collect the Case
File and the tape recorder. You can now access the Case File at any
time from the pause menu, which contains all of the information you've
gathered on characters, firearms, suspects, and evidence. I recommend
checking for new information in it at the beginning of every stage, and
whenever you pick up a new weapon. The next desk is Roachy's, but he can't
be bothered to remember where he left the Witness List on an empty stomach.
Open his desk drawer to find the bottle of semi-dairy imitation-like coffee
creamer product. Talk to Roachy, then use your stylus to drag the donut onto
his picture. Do the same with the coffee, then the creamer, and he'll give
you the Witness List. The next two desks have nothing of interest on them
(read: can't be investigated), so check out the Case Board. The Witness
List goes in the top-right corner.
Talk to Grubbs, the big purple rhino beetle standing next to the
tv, and he'll make you help him write a rhyming report. It doesn't
really matter which words you choose, but if you want his report to
make at least a little sense, choose Posies, Tough, Stubble, Farthermost,
Shattering, Arresting, Dinky, and Verse. Bomb site photos in hand, move
on to Hex's desk. He's actually sitting on the Bombing Diagram, but is
too busy to listen to what you have to say. Drag the coffee pot to the
cup on his desk to fill it, then snatch the diagram when he jumps up.
Upon inspection, Chrys will recognize a symbol on it and pull out an
old photograph, bearing the same symbol, which will be added to your
inventory.
Finally, go to the holding cell in the center of the room, and talk to
the Hominid. Drag the tape recorder onto him to get his statement, which
is pretty useless, but yields one thing of importance- the name Artie.
You can go and talk to Chief Chigger if you want, but you don't have
to. Return to the Case Board and put everything where it belongs to
end the mission.
There's been a murder in the Nectarola company! Quinbee, the company
chair, has requested Roachy by name, as they were both involved in a
case in the past. You can talk to Roachy, Quinbee and Cecil as much
as you want, but I'll only be covering what's necessary to proceed.
I recommend exploring every line of conversation and inspecting every
piece of evidence, but if you get stuck, read on. Start by talking to
Roachy. Once he's given you your objective, investigatethe scene of the
crime. Collect the script from Buzzbee's left hand and the nearby sandbag,
then inspect the script to get the paper clip. Inspect the paper clip to
unbend it, then head behind the stage. Ask the Beebot there to move, then
talk to Cecil, the large bee standing a few feet away. Have him move it to
either the right or left, then take a bow. Investigate the Beebot to get the
turnkey, then go up the stairs it had been blocking. At the top, you'll find
a locked box. Try to pick the lock with the unbent paper clip, then use the
resulting metal rod to dismantle the box's hinges. Collect the knife, then
follow the catwalk to the front of the stage. Cut the rope, go down to the
stage, grab the wing tip, and investigate the crime scene again. Use the
turnkey on the Beebot, then talk to Roachy to end the mission.
Arms dealer Jimmy "Stix" McGillicuddy is on the run, and we're not done
questioning him. Immediately in front of the stoop you're standing on is
a new weapon- The Nectar Blaster (see Firearms section). Essentially the
game's shotgun, it's fatal at close range, but probably won't even hit your
target from a distance. Unlike your Pollinator, the Nectar Blaster requires
ammunition, which appears on-screen in the form of yellow boxes with green
spikes on the corners. To switch between weapons, press the Y button.
As soon as you step away from the stoop, a couple of Stix' cronies
will start shooting you with their Beetle Busters. It's fairly easy to
avoid- just jump around the shots, then use your double jump to close the
distance and fire off a shot in the Stick Bug's face. I'm only recommending
this because you're in a wide open space; you should always use cover when
you can. Go up the ramp by the large truck and dispatch the bug there, then
hop onto the truck and the following platforms. If you want to eliminate all
enemies in the stage, stay on the ground and walk past the truck, as two
stick bugs will spawn behind you.
Either way, from the platform step onto the wires. Don't worry
about falling off, if you go too far to one side Chrys will auto-correct.
Don't jump unless it's necessary, as you can fall off doing this. When
you reach the split in the wire, go to the right; the one on the left
leads to a brick wall. It's the same thing at the next split. When you
reach the platform at the end of the wire, a couple of Stick Bugs will
be waiting for you. Deal with them, then hop on the next wire and go
through the window you saw Stix use. Take out the bug here and collect
the Nectar Blaster ammo if you need it. Before leaving the room, turn
left at the exit for this stage's first Scarab. As soon as you leave
the room, another enemy will start shooting at you from the left. Deal
with him, and get the Scarab on the platform next to his. Return to where
you were when he started blasting you, then jump onto the slanted roof
directly ahead, which holds another bug. Jump onto the platform with the
rail going around it, then onto the pale pink triangle where wires meet.
You have to make your way across the wires here, while every so often a
cable car will pass by underneath, which you must jump over. I recommend
moving to the far wire, as the cars are coming from the direction you're
going, meaning you'll see them long before you have to jump. Get off at
the railed platform at the other end of the tracks, then mount the ramp
directly ahead. There will be an enemy waiting for you, and another soon
after. Once you've dealt with them, the path through the second half of
the level will be to the left. However, there's another Scarab (and a
spawning enemy) on a platform to the right.
The next area is full of crates, and the floor (roof? where are
we by now, anyway?) is full of holes. Take out the spawning enemies,
then proceed to the next area, with is full of bugs and chain link
fences. The fences are actually cover, and neither you nor your enemies
can shoot through them. Go through one of the openings on the left to
find a small walkway with a Scarab on it, then go to the end of the room
and out onto another similar walkway (this one sporting a bug) to get to
the next area. Two bugs should immediately start shooting at you- there's
a Scarab right next to the one on the left. Use the crates to jump to the
upper area, then work your way past the swinging red cranes. On the left,
you'll see some platforms sticking out of the wall. As Roachy said, it's
too far to jump to the last platform, which has a Scarab on it, so you'll
have to wall-walk. Areas where you're able to wall-walk are denoted by
large, usually cream or yellow-colored signs. To wall-walk, just move
toward the sign while in the air. A Stick Bug will sometimes spawn around
the next corner, but whether enemies will spawn, and sometimes whether
they'll stick around when you leave the area, seems to be hit-and-miss.
Anyway, when you step into the next area, you'll be attacked from the
left. Dispatch the bug, then turn to the right to find another Scarab
two platforms away. Go back to the left, and when you reach the end of
the downward-sloping ramp, jump to the blue platform below. Be wary,
though, as a bug will spawn as soon as you jump. Cross the wire, blast
the bug that appears, jump down to the truck, then down to the ground.
Take out the bugs that shoot at you, grab the final Scarab from behind
the shipping containers, and confront Stix to end the mission.
=========================
Histamine Field (Investigation) - +HF
=======================================
Stix claims that he wasn't involved in Buzzbee's murder, but that
the guy he sold the Histamines to would be at a diner at around eleven.
Why does this even count as its own mission?
=======================================
Bug Day Afternoon (Investigation) - +BDA
==========================================
Saturday, 10:51 p.m.
The Dewdrop Trough
Objective: Find Stix' Buyer.
The buyer you're looking for is someone who had to have been here
last night. Talk to Millie, the snail running the cash register, to
learn that the receipts from last night are sitting on the empty table
by the exit. Examine the counter in front of her for the contest forms
and pencils, then go talk to the customers. You can check out what's on
their tables and interrogate them on where they were last night, but all
you're required to do is give them the contest forms. Either way, once
you've distributed the forms go have a chat with Millie. When you're done
with that, collect the forms by looking at each customer's table, then
place them next to the receipts on the table by the door. Poke the forms
and receipts to shuffle through them, until you find a match- Artie
Phlegming. Yes, the same Artie that the Hominid said "has to go" earlier.
Talk to the Spit Bug at the middle table. After the cut scene, talk to
him again, and drag the cake onto his picture to end the mission.
Hmm, that objective looks familiar... and we're less than an hour
away from the chase at the beginning of the game! As you step onto
the walkway, a Robobug will spawn up ahead and may start shooting
at you. It's easier to kill it from here, and as you may be able to
tell from its attacks the Nectar Blaster isn't that great at a distance,
so use the Pollinator. Use the shipping containers in the next area as
cover while taking out the enemies, grab the Scarab behind the building,
then go to where the first Robobug was. Here you'll find a Nectarola Keg,
which replenishes quite a bit more health than the cans do, and the path
to the next area.
Here, you'll have to jump across crates floating in the water.
As soon as you land on the first one, you'll encounter a new type
of enemy; Mechsquitos, flying robotic bugs that usually travel in
groups of three. The best way to take them out is with the Nectar
Blaster, as trying to take them out one-by-one gives them time to get
a few shots in at you. Make your way across the rest of thecrates, then
eliminate the Robobugs and grab the Scarab that's behind the stack of
crates. Climb the crates, get rid of the Robobug on the ramp, and collect
your new weapon: The Mold Spore Launcher (see Firearms section). This is
the closest thing this game has to incendiary grenades. Rather than catch
fire, your enemies will become moldy, which slowly kills them as they
infect others nearby. Its ammunition is a green capsule which you've
probably seen an enemy drop by now.
Enter the building ahead, then follow the ramp you're shown.
You'll immediately have a chance to use your new Mold Spore Launcher,
as most of the Robobugs below won't notice you. Once you've cleared the
area, go past the shipping containers straight ahead of the end of the
ramp and turn to the left for a Scarab. An enemy will spawn behind you,
so duck behind the corner and take it out with your weapon of choice.
Walk to the end of the line of shipping containers, and turn right.
Walk to building with the containers next to it, disposing of the
Robobug, then use your Pollinator on the one on the far pier. Wall-walk
to where it was, jump across the platforms to where the missing lever
is, then make your way back to the dockyard office, watching out for
any enemies that may have spawned.
Now that the route into the ship is clear, hop onto the wooden
platform to the right of the building, blast the Mechsquitos, and
tightrope your way to the ship. Jump across the ledges until you
reach the opening with yellow lamps, and go in. Two Robobugs will
be waiting for you (one is far away, Pollinate it), and more will
spawn once you hit the ground. Jump onto the catwalk and use the
control panel to lower a shipping container (there will sometimes
be a Robobug on it), which you can you to reach the next area.
Watch out, as there will be a Robobug right around the corner.
On top of the ship, make your way to the red ramp, killing the
enemies in your way. Don't go up the ramp, however; go to the
right and take out the two Robobugs, so they won't shoot you while
you're trying to get past the cranes. As soon as you're on the red
walkway, Mechsquitos will attack, which will happen again when you
get to the wire. Right by the last crane on the red walkway, hop
down to the blue/gray floor on the right and get the last Scarab,
behind the large shipping container that sticks out more. As soon
as you get off the wire, more Mechsquitos will ambush you. To the
left of the warehouse is nothing but a Robobug and some Mold Spore
ammo, so go on in. Inside are some crates, enemies.. you know the drill.
As soon as you step out the other side Mechsquitos will attack, so have
your Nectar Blaster ready. In the next warehouse, use the control panel
on the right to drop a crate on the Robobugs blocking your path, then
approach Artie to end the mission.
Sunday, 12:54 a.m.
Lyme Square
Objective: Clean up the downtown Robobug infestation.
Scarabs: 4
We're finally caught up to the present! Up ahead you'll see
a spinning spikey thing by a large blue plastic container (a
port-a-potty..?). This is the latest addition to your steadily
growing arsenal, the Histamine (see Firearms section). The game's
proximity mines, these work best on groups of enemies and things
that require a lot of hits. You'll also need them to blow up the
green manholes, which will continue to spawn Robobugs until you do
so. Leave the cover of your bulletproof toilet and hide behind the
car directly in front of it, where you'll find another weapon- The
Nectar Canon (see Firearms section). The buggy equivalent of a rocket
launcher, it fires a stream of nectar which is lethal to normal enemies.
Its ammo looks like four pointy yellow discs stuck together.
Take out the three manholes, then the two that appear when
you try to proceed through the level. Next to the overturned
Nectarola truck, you'll find yet another new weapon- The Amberizer
(see Firearms section). Insecticide's take on a stunning weapon, it
shoots globules of amber that will temporarily freeze your enemies.
It doesn't do any damage, but it will allow you to get close enough
for a fatal blaster or cannon shot. Amber ammo resembles a large yellow
globe. Straight ahead, past the Robobug, is a control panel, but you can't
do anything to it yet. Between the truck and the wall it's next to you'll
find a Scarab, and by a wall on the other side of the truck you'll find
another. Once you've eliminated the last Robobug, it will drop a level,
and a weaponized spider crane will appear. Grab the lever and take it to
the control panel, then go through the gate that opened. Grab the Scarab
on the left, then jump onto the ledge and go up the ramp. Follow the wire
to the lamp and break it, ignoring the spider crane- it can shoot you, but
not knock you off the wire. Walk along the balcony at the end of the wire,
then jump onto the roof to the right for the last Scarab. Jump back down
to the balcony, then jump to and break the second lamp. Follow the wires
to the control panel, breaking the third lamp along the way, and activate
it to end the mission.
Monday, 5:19 p.m.
Nectarola Pollen Express
Objective: Get into the Caboose to find the "secret cargo."
Quinbee's requested that you escort her train, for some reason.
Talk to her until she gets a phone call and kicks you out, then
ask Roachy how to listen to what she's saying through the door.
Go into the dining car and steal the floral hydrate and teacup
from the doctor's table. You could get the water glass from the
counter across from the kitchen, but it won't work as a listening
device anyway, so skip it. Show the teacup to the Beebot in the
kitchen to have it filled with tea, then add the floral hydrate
and give it to the doctor. Steal his stethoscope and use it on
the door to Quinbee's car.
Return to the dining car and take the envelope and small blue
vial, then examine the notebook that was under the envelope.
Go to the car past the kitchen and check the door, then use
the envelope on the fertilizer bag and add the luciferase to
the envelope. Get some charcoal from the kitchen's brazier,
then take your newly made bomb to the candelabra on the table
across from the doctor's. Examine the box on Quinbee's desk
to end the mission.
Monday, 6:28 p.m.
Nectarola Pollen Express
Objective: Chase the kidnappers towards the front of the train.
Scarabs: 5
Quinbee and Roachy have been kidnapped by Robobugs! They're
being taken to the front of the train up on the roof, so you
should do the same through the interior. First, though, turn
to your right for a Scarab, th
Since nez77 did it, I may as well. Here's my walkthrough for Insecticide, the least appreciated DS game of all time, which also contains profiles of characters, enemies, and weapons.
Special Thanks +ST
=======================
This section, at the top of the page, is reserved for anyone who has helped
me in any way with the creation of this FAQ, whether they contributed in any
significant way, provided information, gave me advice on writing this, or
even pointed something out!
This section is currently empty.
=======================
Table of Contents +ToC
===========================
0. Special Thanks +ST
I. Table of Contents +ToC
II. Updates and Version History +UVH
III. Introduction +INT (please read!)
IV. Controls +CT
V. Setting and Background +SaB
VI. Character Profiles +CP
VII. Enemy Index +EI
VIII. Scarab Locations +SL
IX. Weapons +WP
IX-a. Firearms +Fms
IX-b. Abilities +Abl
IX-c. Other Firearms +OF
X. Walkthrough +WT
X-a. Great Expectorations +GE
X-b. The Soda Bomber +TSB
X-c. Buzz Kill +BK
X-d. Stick Up +SU
X-e. Histamine Field +HF
X-f. Bug Day Afternoon +BDA
X-g. Pier Pressure +PP
X-h. Downtown Showdown +DS
X-i. Honey Train +HT
X-j. Railroad Typhoon +RT
X-k. Home for the Hominids +HH
X-l. Revelation #9 +R9
X-m. I, Robobug +IR
X-n. Ka-Bloom! +KB
X-o. Soda City +SC
X-p. Fear Factory +FF
X-q. Call Me Honey! +CMH
X-r. An Explosion of Cherry Flavor! +ECF
XI. Glitches and Oddities +GaO
XII. Frequently Asked Questions +FAQ
XIII. Contact Info +CI
XIV. Legal Stuff +LS
(Note: Additional sections
may be added in the future.)
===========================
Updates and Version History +UVH
=====================================
10/26/08 - Version 1.0
========
Done! Here it is, version 1.0 of my Insecticide
FAQ. I may add more content in the future, but
for now, it's finished and ready to sumbit to
GameFAQs.
10/24/08 - Version 0.3
========
Finished the Enemy Index, Glitches and Oddities,
Character Profiles, and FAQ sections.
10/23/08 - Version 0.2
========
Over the last few days I've finished the basic
formatting for this guide, and about half of the
sections I have planned. Considering how small
the amount of time it would take to finish what
I currently have planned is, I may wait until
Version 1.0 is ready to submit this to GameFAQs.
10/19/08 - Version 0.1
========
The Walkthrough is complete, and contains all
Scarab locations. I think everything else should
be fairly easy to do after this.
=====================================
Introduction +INT
======================
Hello, and welcome to my Insecticide FAQ. I hope that you'll find it
useful, despite my bad writing. The investigation portions of the
walkthrough only cover the minimum that you're required to do to
complete the mission, while the action parts are comprehensive and
cover everything from Scarab locations to every time you can expect
an enemy to attack. As such, the writing in the action sections can
get stale rather fast, so I'll be accepting alternative versions of
each mission. If you would like to contribute, see the Contact Info
section of this guide. Please let me know if you find any factual or
typographical errors, or if you feel that anything needs clarification.
Some sections contain minor spoilers. If you would like to avoid these,
don't read about a weapon until you have it, and refrain from skipping
ahead in the walkthrough. Any major spoilers will be clearly marked.
In case you're inexperienced with conputers, or just unaware of the
fact, you can press CTRL+F to find content on the current page. Next
to each section in the Table of Contents, you'll see a two or three
letter acronym with a plus sign in front of it, such as +INT; type it
into the seach bar to find the corresponding section on the page.
(note: this feature is not case sensitive)
======================
Controls +CT
=================
Insecticide is broken into two types of gameplay, each of which
has its own control scheme. Unlisted buttons do nothing.
Menu
======
Control Pad - Scroll through menu
A Button - Confirm selection
B Button - Cancel selection
X Button - Erase file (file select menu only)
Touchscreen - Can perform Control Pad and A/B button functions
Action Level
==============
Control Pad - Walk, turn
A Button - Lock onto enemies within selected weapon's range
B Button - Jump, double jump
X Button - Look around with Control Pad
Y Button - Cycle between weapons
R Button - Use selected weapon*
Start Button - View pause menu
Touchscreen - Hold down to look around, tap to jump, select weapon
Investigation Level
=====================
Control Pad - Walk, turn
A Button - Examine object/initiate dialogue, scroll through text
X Button - Exit examination/dialogue screen, look around with Control Pad
Start Button - View pause menu
Touchscreen - Inspect/use evidence, examine scene, perform A/X button functions
* if close enough to an enemy, a kick attack
will be used instead of the selected weapon
=================
Setting and Background +SaB
===============================
Insecticide is set in the distant future, in the city of Troi.
Long ago, human geneticists developed crops that were resistant
to pests of all kinds. Unfortunately (for the humans, anyway),
the pests adapted and ate the crops, which it turned out were
genetically unstable enough to cause mutation in the consumers.
Over time, the arthropods and various other protostomes evolved
to become the dominant creatures on the planet; the humans weren't
so lucky. The same altered crops caused severe, lethal allergies to
form in them, killing off most of the species and forcing the rest
to seek shelter from the deadly pollen. By the time that Insecticde
takes place, humans, now referred to as Hominids, are an old and dying
race, and are considered to be inferior to the insects. Due to the toxic
pollen permeating the city, they must wear hazmat (hazardous material)
suits to survive.
The city's inhabitants are ruled by their addiction to Nectarola, a
soft drink made of pollen and nectar produced by the drone offspring
of Madame Haezzle Quinbee, the queen bee and CEO of Nectarola Co.
Shortly before the introduction of a new flavor of Nectarola, Manchurian
Cherry, a mysterious terrorist the press are calling "The Soda Bomber"
starts setting off explosive soda cans in seemingly random places around
the city. Though none of the bombings have been fatal, the case has been
delegated to Precinct 47's Insecticide division, headlined by veteran
detective Roachy Caruthers and his rookie partner, Chrys Liszt.
===============================
Character Profiles +CP
===========================
=Chrys Liszt=
Chrys is a rookie cop with a mysterious past, and the
protagonist of the game. She doesn't remember her past,
but has recurring nightmares that seem to be tied to it.
Her only possession from her former life is a photograph
of her as a child, standing with an unknown man. The name
Chrys Liszt is a play on the word chrysalis, which is the
type of pupa caterpillars become. The surname Liszt is of
Hungarian origin.
Notes: Chrys is a bit of an enigma, even to herself. Her
memory of her past is murky - possibly due to an accident
that she suspects has left her on her own.
She has disturbing flashbacks and te mystery haunts her
dreams, but she has yet to make any sense of it. It's her
quest to find these answers that caused Chrys and Roachy's
paths to cross. She is thoughtful, curious and tough, and
she makes a good detective without really having intended to.
She can stick to walls for brief periods of time and run
along them, is unfazed by a shot of bug spray that would
take down an insect twice her size, and seems oddly to be
one of the few inhabitants of Troi not totally obsessed
with Nectarola.
=Roachy Caruthers=
Roachy is a veteran detective, and Chrys' partner. Having
put some weight on around the thorax, Roachy isn't quite as
spry as he used to be, and as a result has been shot some
forty-seven times in his career. He was the lead detective
on the case of Madame Quinbee's egg-napping thirty years ago,
and while it remains unsolved to this day, she's never held
it against him. Roachy is a stereotypical veteran cop, with
a name to match. The name Caruthers originates from Scotland.
-From the Case File-
Nickname: Bullseye, The Donutator.
Height: 5'1".
Weight: 155 lbs.
Species: Cockroach.
Weapon of choice: "Amber".
Affiliations: Chrys Liszt's partner.
Notes: A cop for thirty-some years, Roachy is one of the
longest serving veterans on hte Troi P.D. Not that that buys
him respect or credibility with the big bugs downtown - Roachy
has always been a "street roach." He's approaching retirement
age, but Chief Chigger made it clear that the precinct would
close up and cut pensions if they couldn't find some bodies to
fill the desks and solve a few cases on the board. This lead to
one of Roachy's better ideas: recruiting Chrys to the academy.
He's been shot forty-seven times in the line of duty, but it
hasn't slowed him down much - even though cockroaches didn't
quite become the dominant species on the planet as most humans
predicted, they are nevertheless extremely durable.
=Madame Haezzle Quinbee=
Quinbee is the chairman and CEO of Nectarola Co, the largest
employer in the city of Troi. The single most recognizable
face in the city, she's getting on in years, but can apparently
still produce all of the drones required to tend to the pollen
fields. Her royal egg, which would have hatched into the heir
to Nectrola Co., was stolen thirty years ago. The name Quinbee
is a play on queen bee, while the name Quinn hails from Ireland.
-From the Case File-
A.K.A.: "Honey", Chairman Quinbee.
Height: 5'10".
Weight: Classified information. All previous medical records have
been sealed, and some sort of jamming device is rumored to
override previous attempts at gathering this data.
Species: Bee.
Outstanding warrants: None.
Record: None.
Weapon of choice: N/A.
Affiliations: N/A.
Notes: Roachy would kill me if he saw I even had his "girl" on
the suspects list. Not sure what gets into him whenever he's
around her, but he's definitely "distracted". Truth is, anyone
present during the murder, or even affiliated with the victim,
for that matter, is a potential suspect. Although I have my
doubts as to why such a high-powered executive like her would
stoop to getting her hands dirty offing a nobody like Buzzbee.
CEO of Nectarola Co, number one employer in the city, and maker
of Troi's most popular beverage/foodstuff. Nectarola is also
Troi's main export (not counting crime and weapons).
=Ozwald Mandias=
Ozzy is an old Hominid scientist, and seems to know about
Chrys' past. It turns out that he's the mysterious figure in
the old photograph; aside from that, very little is known
about him. The name Ozzy Mandias is a play on Ozymandias,
a sonnet about a long-dead, boastful king who considered
himself and his works to be the greatest things in the
world, though now all that remains of him is an ancient,
crumbling statue.
-From the Case File-
Nickname: Ozzy.
Height: 5'7".
Weight: 132 lbs.
Species: Hominid.
Weapon of choice: The non-sequitur.
Affiliations: Works for an unknown employer in an elaborately
outfitted lab at the top of Hominid City.
Notes: Ozzy is a talented scientist, whose faculties have
declined somewhat over the year due to pollen exposure. He
works in a solitary facility that seems to be a genetics lab,
a demolitions facility, or both. The equipment there costs more
than everything else in the underground city combined, but what
Ozzy is using it for is a mystery. He seems to be holding back,
no doubt because of the security cameras trained on him 24/7.
One thing for certain, though, is that he seems to know a lot
about me and is somehow connected to my mysterius past.
===========================
Enemy Index +EI
====================
What's an action game without memorable enemies?
An action game without memorable enemies, is what.
While only time will tell how memorable your foes
in Insecticide are, you should at least remember
how to deal with them while playing.
Regular Enemies
=================
=Spit Bugs=
Spit Bugs use their own noxious oral secretions
as a weapon, and will opt to spit at you from afar
rather than risk close combat. As you only find them
in one mission, your options for fighting them are
limited. Just dodge their spit, and return fire with
the Pollinator. The group you that encounter call
themselves The Spit Fires.
Ranged Attack: Toxic spit.
Close Attack: Targeted toxic spit.
Note: At close range, the Spit Bugs' attack is much
more accurate than it is at a distance.
Notable Members: Artie Phlegming, Jimmy Spitzler
Missions: Great Expectorations.
-From the Case File-
A.K.A.: The Droolers.
Species: Spit Bug.
Outstanding warrants: They're all wanted for something.
Record: As long as their antennae.
Weapon of choice: Toxic saliva.
Affiliations: They're affiliated with no one, they run
with the wind (although they try not to spit into it).
Notes: Artie's gang. They're tough as spit, with attitude
to match. The toxic saliva is bad enough, but after some
"friends" gave them extra firepower, they were especially
dangerous. Didn't do Archie much good though when he was
staring down the grill of a speeding delivery truck.
=Stick Bugs=
The Stick Bugs that associate with Stix call themselves
The Javelins. They move quickly, hit hard, and play dirty.
They only appear during the Stick Up mission, so the best
way to handle them is to dodge their attack and close in
for a shot with the Nectar Blaster.
Ranged Attack: Beetle Busters.
Close Attack: Shin kick.
Note: Stick Bugs wield a Beetle Buster in each hand,
for a total of four. The Beetle Buster is a
hard-hitting laser pistol, and four of them at
once is almost like a Nectar Blaster.
Notable Members: Jimmy "Stix" McGillicuddy.
Missions: Stick Up.
-From the Case File-
A.K.A.: Trouble.
Species: Stick bug.
Outstanding warrants: Across the board.
Record: They all got 'em.
Weapon of choice: You name it, but they prefer Beetle Busters.
Affiliations: Sometimes been known to run with
biker gang A Touch of Weevil.
Notes: These guys pop out from behind light posts when you
least expect it, then disappear just as easily. Their turf
is most of the West side near the warehouse district and the
bay. They're mostly small time thugs and gun runners, but
there's a rumor that some of them are deeper into a big
weapons smuggling operation.
=Mechsquitos=
There's not much to say about Mechsquitos. They're outfitted
with antique pistols, and attack in groups of two or three in
wide-open areas. The best weapon to use against them is the
Nectar Blaster, as its shots are able to hit more than one
enemy at once.
Ranged Attack: Antique pistol.
Close Attack: Same.
Notable Members: N/A
Missions: Pier Pressure, Home for the Hominids,
An Explosion of Cherry Flavor!
-From the Case File-
A.K.A.: Buzzguns.
Height: 6".
Weight: 1.3 lbs.
Species: Robots.
Outstanding warrants: N/A.
Record: N/A.
Weapon of choice: Antique pistol.
Affiliations: Robobugs carry a small hive of these in a
compartment in the back of their suit.
Notes: Robobugs set these guys loose at the waterfront.
They home in on you with a built in GPS, like a flying
pistol with radar. These bugs will swarm and catch you
when there's no cover.
=Robobugs=
Robobugs are the main enemy in the game, so you'll be
seeing a lot of them. They use Nectar Blasters, you might
want to avoid the direct approach. The safest way to handle
them is to hit them with mold spores, then wait it out. If
you aren't so patient, or don't have adequate cover, a shot
from the Nectar Cannon will usually take them out. In the
later stages of the game, you can use Brain-Freeze or Total
Confusion from behind cover to avoid taking damage.
Ranged Attack: Nectar Blaster.
Close Attack: Backhand.
Note: Robobugs will normally attack with Nectar
Blasters just like the one you use, but if
you get too close they'll backhand you.
Notable Members: None.
Missions: Pier Pressure, Downtown Showdown, Railroad
Typhoon, Ka-Bloom!, Fear Factory, An Explosion
of Cherry Flavor!
-From the Case File-
(Note: The file for Robobugs changes almost
every mission, each time with spoilers, so
I've chosen to use their initial entry.)
A.K.A.: What the heck is that?
Height: 6'7".
Weight: 413 lbs.
Species: Unknown.
Outstanding warrants: Wanted for destruction of the Dewdrop
Trough, interfering with the arrest of
a suspect, and assault with deadly force.
Record: Unknown.
Weapon of choice: Nectar Blasters.
Affiliations: Unknown.
Notes: The facts are that these "things" busted up the
diner, grabbed my perp, and used deadly force to prevent
us from capturing or questioning them. That's nothing
unusual for a night in Troi. What's unsuual is their
strange mechanical suits, and the fact that I've seen
them before... in my recurring nightmares!
=Appliance Bugs=
Appliance bugs are unique in that they serve as both
enemies and weapons. They attack with a laser, which
while hard to avoid, doesn't do much damage. A single
shot from any weapon or a well-placed kick will stun
them, allowing you to pick them up and use their laser
pistols. They will continuously spawn from their nest,
so destroy it if you want to stop the flow.
Ranged Attack: None.
Close Attack: Targeted laser.
Note: Probably due to their size, Appliance Bugs have
the shortest range of any enemy in the game.
Notable Members: None.
Missions: Railroad Typhoon, Home for the Hominids.
-From the Case File-
A.K.A.: Ouch, that stings! Wrong number.
Height: 7".
Weight: 1.5 lbs.
Species: Robot.
Outstanding warrants: N/A.
Record: N/A.
Weapon of choice: Remote operated mixer cooled laser
pistol with telephonic pulse.
Affiliations: Part of the Hominid Security and
Telecommunications Network and comes with
a Good Homemaker gold star rating.
Notes: A nasty little critter cobbled together from misc.
spare telephones, irons, mixers, remote controls, and other
electronics and appliance parts, strapped together with duct
tape, and outfitted with a laser pistol. If you can stun one,
you can pick it up and strap to your arm to use as a weapon.
=Hominids=
While slow-moving, Hominids use bug spray guns that emit a
continuous stream, which have a surprisingly long range. They
almost always appear in groups of three, but aren't very good
at covering each other's backs. At close range, some enemies
have a strong attack designed to knock you back; not only do
Hominids not have one of these, but due to a glitch, they're
unable to hurt you at all. At extremely close range, the bug
spray guns can't hit you unless you jump or attack.
Ranged Attack: Bug Spray Rifle
Close Attack: None.
Note: At extremely close range, Hominids are unable to attack.
Notable Members: Ozwald Mandias, Carson Gabwell Jr.,
Unidentified Hominid (in cell)
A.K.A.: Those freaks in the plastic wrap helmets.
Outstanding warrants: Unknown.
Record: Unknown.
Weapon of choice: Semi-automatic compression projection
bug spray rifle.
Affiliations: Unknown.
Notes: Their makeshift metropolis was built using scrap
metal and train parts, but it's well organized and seems to
be the base of operations for Robobug excursions. The bigger
mystery, though, is their use of the strange symbol and its
connection to the crate on the train and my past.
=Beebots=
Beebots prefer to attack from afar, but will close the
distance if you take cover. If you're able to hit them
with Total Confusion, it will help a little; otherwise,
they take two hits before going down.
Ranged Attack: Optical laser bursts.
Close Attack: Same.
Notable Members: Beebot Chef #22.5, "Tinny Tim" (murder weapon)
Missions: Ka-Bloom!, Fear Factory, An Explosion of Cherry Flavor!
-From the Case File-
A.K.A.: The Nectarola Mascot.
Height: 4'9".
Weight: 685 lbs.
Species: Robot.
Outstanding warrants: None.
Record: None.
Weapon of choice: Twin corneal machine cannons.
Affiliations: Works exclusively for the Nectarola Co.
Notes: (Update: These guys aren't so beloved anymore.)
Watch out for those eye cannons! The beloved Nectarola Beebot
is a spokesbot universally adored and trusted by the cirizens
of Troi. First appearing in a commercial several years back
for the ill-conceived E.Cola, the Beebot nevertheless rebounded
into Troi's hearts after securing a supporting role in the new
ad campaign featuring Quinbee herself as spokesbug. The Beebots
are quite accomplished dancers with a pleasant speaking voice
and a lovely tenor. Spare parts are hard to come by.
=Bees=
(Note: This section contains spoilers.)
Two of these drones are summoned by Quinbee with yellow
pheromones during the final battle on the roof of Nectarola
Co. in the mission "Call Me Honey!". They use Nectar Blasters
and, when you're close enough, will punch with two of their
four arms. If you use Total Confusion on them, they'll attack
each other and Quinbee, but she'll kill them after only a
few seconds.
Ranged Attack: Nectar Blaster.
Close Attack: One-two punch.
Notable Members: Cecil Bee, Buzzbee, Dr. Pharkus Swellbee.
Missions: Call Me Honey!
-From the Case File-
(Note: As there is no file specifically for the drones
you fight, I'm using the one for the Bee Guards.)
A.K.A.: N/A.
Species: Bee.
Outstanding warrants: Unknown.
Record: Unknown.
Weapon of choice: Surliness.
Affiliations: They work exclusively for Quinbee and Nectarola,
and are rarely seen outside company property.
Notes: They're what's left of Quinbee's Apian Guard, and
part of the larger Nectarola Bee workforce, although recently
Quinbee's been seen mostly with Beebots. She claims it's all
part of her new "friendlier" image, but there are rumors that
it's actually because the Bee population is dwindling. Hard
to verify, as they've always been a secretive group and
Nectarola claims a majority of them working at one of their
many undisclosed Pollen Fields locations.
If you would like to see descriptions of the game's four
boss battles added to this section, just let me know.
(See Contact Info below.)
====================
Scarab Locations +SL
=========================
You've probably seen large, golden bugs sitting in some
out-of-the-way spots in the action levels of Insecticide
and thought, "what's this thing?". These are the Scarabs,
hidden tokens that will increase your health meter. There
are forty-five of them scattered throughout eight of the
game's missions, some of which are quite well-hidden.
=Great Expectorations=
Scarabs: 3
1. At one point, you will be faced with two Spit Bugs on
the roof across from you. Past them is a series of circular
platforms, the last of which holds a Scarab.
2. After the roof with the two Spit Bugs is a billboard.
Jump to it, then drop to the roof below and turn to the
right. A series of ledges leading down ends in a Scarab.
3. Just before the building containing the large fan, you'll
fight two Spit Bugs. Past them is a crate, behind which is
the mission's final Scarab.
=Stick Up=
Scarabs: 8
1. In the building you enter after walking on the wires,
turn to the left in front of the exit window for a Scarab.
2. Immediately after the building mentioned above, a Stick
Bug will begin shooting at you from a platform on the left.
On another platform next to his is a Scarab.
3. After leaving the cable car tracks, you'll be shown an
area to the left with a blue floor which is full of holes.
Walk past it and jump to the platforms on the right for a
Scarab.
4. In the building with the chain link fences inside, there
are three gaps in the wall to the left. Two of them are
linked by a walkway which holds a Scarab.
5. In the next area is a large stack of crates, and two
Stick Bugs. Next to the one on the left, behind a crate,
is a Scarab.
6. In a gap between buildings, you'll be introduced to the
concept of wall-walking. On the platform you wall-walk to
is another Scarab.
7. After the wall-walk area, you'll be attack by a Stick
Bug on the left. To the right is a platform with a Scarab.
8. In the final area, Stix is to the left of where you jump
down, while some shipping containers and Stick Bugs are to
the right. Behind the containers is the final Scarab.
=Pier Pressure=
Scarabs: 4
1. The first area is full of shipping containers and a few
Robobugs. There's a single small building with street lamps
around it, behind which is the first Scarab.
2. After crossing the crates floating on the water, you'll
find a stack of crates which you climb to get the Mold Spore
Launcher. Behind the crates is a Scarab.
3. Right after you get the Mold Spore Launcher, you'll take
a ramp down to an area with shipping containers and Robobugs.
Walk straight from the end of the ramp and past the containers,
then turn to the left to find an alcove with a Scarab in it.
4. On top of the ship, you'll find a red path which has cranes
swinging across it. At the end of the path is a walking wire
to the left, and a blue/gray floor to the right. Drop down to
the floor on the right to find the final Scarab behind the
shipping container that's sticking out.
=Downtown Showdown=
Scarabs: 4
1. To the left of the wrecked Nectarola delivery truck is a
short alley containing two Robobugs. On the left side (from
the entrance) is a Scarab.
2. There's a small gap between the wrecked truck and the wall
behind it; hiding in that gap is another Scarab.
3. Through the gate opened by the control panel is a ledge with
a ramp on it. On the left side of the ledge is a Scarab.
4. After breaking the first street lamp, you'll find yourself
on a balcony. To the left is the second street lamp, and to the
right is the roof of a building you're able to jump up onto. On
the roof, on the other side of the alley you started the mission
in, is the final Scarab.
=Railroad Typhoon=
Scarabs: 5
1. Turn to the right as soon as the mission starts for a Scarab.
2. Instead of heading into the executive lounge car ahead,
turn around and go into the caboose for another Scarab.
3. Immediately to the left of the door you came in through in
the executive lounge is a Scarab.
4. Immediately to the left of the door you came in through in
the dining car, between the wall and the kitchen, is a Scarab.
5. In the first passenger car, turn to the left just before
the door to the next one for the final Scarab, which had been
blocked from view before by a wall.
=Home for the Hominids=
Scarabs: 8
1. Early in the level you'll encounter three Hominids; one on
a platform, two on a raised ledge to the right. After getting
on the ledge, head back towards the start of the level for the
mission's first Scarab.
2. After the aforementioned ledge, you'll jump from an odd
structure made of circular segments to a roof. To your right
are two large pipes, with a Scarab visible on the other side.
Circle the building to the left until you reach the other
side of the pipes to collect it.
3. From the building mentioned above, follow a beam or pipe
to another, where a Scarab will be clearly visible to the
left of the red roofs.
4. When you come to the first walking wire after the red
roofs, ignore and walk past it for a Scarab surrounded by
four cans of Nectarola.
5. From the last Scarab, drop down to the right to a ledge
which holds another.
6. After the series of chimneys and beams, walk all the way
down to the end of the ledge/roof you're on to find a Scarab
on the right.
7. When you reach the long line of red walls you're required
to wall-walk on, do so on the right side, and at the end you'll
find a Scarab.
8. At the end of the stage you'll find a walkway, the left
side of which ends in the building with the strange symbol
above it. To the right is the final Scarab.
=Ka-Bloom!=
Scarabs: 4
1. In the first area of the greenhouse are large devices
that release a damaging spray of pollen. Past them, rather
than following the path to the center of the room, jump to
the platforms straight ahead for a Scarab.
2. At the end of the ledge with the control panel in the
first area, you'll find a Scarab.
3. In the second area, there's a Scarab hidden behind the
ramp on the floor.
4. After taking the wire to the central platform in the second
area, there will be a Scarab on a platform against the wall,
connected to where you are by wire.
=Fear Factory=
Scarabs: 9
1. In the first room, Robobugs will attack from the left
as you're crossing the crates floating on the Nectarola.
Floating in the air between the crates they're standing
on is the first Scarab.
2. In the next room, after activating the control panel,
turn around and jump back to the shipping containers to
find a Scarab, which had been blocked from view before.
3. In the next room, there's a Scarab behind the vat of
Nectarola straight ahead from the door.
4. In the same room, there's a raised walkway leading
to a door on the right. To the left, behind a yellowish
support column, is another Scarab.
5. In the room after the next one, drop to the floor,
where you'll find a Scarab under the suspended walkway.
6. In the same area, stay on the floor and walk all the
way to the other end of the room for a Scarab.
7. The next room is full of small platforms; take the
path to the left to reach a Scarab.
8. The next room has two paths- take the lower one,
then in the next room wall-walk to the left and cross
the pipe for another Scarab.
9. In the second-to-last room, you're required to
wall-walk to a control panel. On the platform right
before the sign you wall-walk on is the final Scarab.
=========================
Weapons +WP
================
As ten and a half of Insecticide's eighteen levels consist
of run-and-gun action, you should know the weapons at your
disposal. In the final third of the game, firearms will be
replaced with Chrys' own pheromonal abilities.
Firearms +Fms
===============
=The Pollinator=
The Pollinator is your default gun, and Chrys' weapon
of choice. Long-ranged and light on damage, it fills
the role held by 9mm pistols in most other games. As
it collects pollen from the air to form projectiles,
the Pollinator never needs to be reloaded.
-From the Case File-
Manufacturer: AgGrow Firearms.
Notes: Standard issue Troi PD firearm; I don't leave
home without it. Some of the other cops prefer heavier,
less modern side-arms, but I like it because it's light
and fast and never gets tired.
The department manual says the Pollinator is powered by
4 solar photovoltaic cells, with a backup 9 volt battery
and air cooled manifold. All I know is, thankfully, it
never runs out of juice.
Technical Specs: Continually extracts pollen from the air
to create highly-explosive refined pollen "donuts" (about
the only kind Roachy won't eat).
The Nectar Blaster functions like a shotgun, and is my
favorite weapon in the game. It fires blasts of hardened
nectar, and like a shotgun is only really effective at
close range. Nectar Blaster ammunition resembles a green
box with yellow spikes sticking out of it.
-From the Case File-
Manufacturer: Sweet & Kindle
Notes: I appropriated this piece of evidence from the
doorstep of one Jimmy "Stix" McGillicuddy, right after
he used it to shoot my partner. Roachy was ok though,
and Stix got away so there's no point in turning it
over to Chigger. Plus it kicks thorax at close range.
Technical Specs: Unloads a spray of hardened nectar;
good against groups of flyers. Not so good at long
distances, save this one for up-close-and-personal
sleuthing.
The Mold Spore Launcher is your best bet for safely taking
out large groups of enemies. The closest comparison I can
draw to it is an incendiary grenade; however, instead of
setting targets in the affected area aflame, it infects
them with deadly Mold Spores, which can be spread from one
to another. So long as the green mold splat is visible, it's
infectious. Mold Spore ammo appears as a green and silver,
somewhat isosceles trapezoid-shaped canister.
-From the Case File-
Manufacturer: Greensmere Industries.
Notes: Discovered in the Troi waterfront area; apparently
dropped by one of the Robobugs. I'll have to remember to
file a report on that, next time I'm in the Precinct.
Technical Specs: Launches explosive canisters which spread
infectious mold when they hit the floor. Infected victims
are also infectious, at least for the brief time they have
left. Good against groups of thugs.
Also spelled "Hista-mine", these proximity-activated
explosives are best suited for taking out enemy-spawning
structures, and can be used to set traps or function in
a fashion similar to Mold Spores, allowing you to eliminate
enemies while remaining behind cover. Histamines resemble
thick brown discs, with four spikes sticking out from the
sides and eight holes which release toxic pollen.
-From the Case File-
Manufacturer: Sinublast.
Notes: Mayor Bloombug commissioned these to deal with the
Hominid vagrant problem, but they were outlawed after a
backlash from unintended targets. Still available on the
black market from low-level arms dealers like Stix.
Technical Specs: Proximity triggered explosive device that
shoots a blast of toxic pollen. Causes a severe allergic
reaction in whoever comes in contact with it. Hominids or
Insect, they all swell up like balloons. Arm, throw, run!
Good against enemies under cover.
The Amberizer is a unique firearm, as it does little
to no damage. It's hard to say what traditional weapon
it's a parallel to, but the Amberizer's function is easy
enough to understand. It launches a globule of sticky amber,
which quickly hardens and immobilizes the target for a few
seconds. It seems to be based on Amber, Roachy's unique
pistol. Amberizer ammo is a basketball-size globe of amber.
-From the Case File-
Manufacturer: Jurassican.
Notes: Seems to be a heavy version of Roachy's unique
pistol. He's always been less than forthcoming about
its origin... I'll have to ask him what he knows about
this. Found downtown in the wreckage of a hijacked
Nectarola delivery truck.
Technical Specs: Shoots a rounded globule of amber that
envelopes and temporarily immobilizes the target; amber
is brittle and known to shatter.
TIP: Follow up quickly with a secondary attack, before
it wears off.
Damage: Low.
Range: Close.
Magazine Capacity: 15.
=The Nectar Cannon=
The Nectar Cannon is the favorite weapon of Hex, the
gadget-loving Wasp of Precinct 47's Insecticide division,
and with good reason. Similar in use to a rocket launcher,
it fires a stream of nectar that is lethal to almost all
normal enemies. Nectar Cannon ammunition takes the form
of a series of four flat pentagonal cartridges full of
yellow nectar, stacked on top of each other.
-From the Case File-
Manufacturer: Goldstream.
Notes: Hex tested one of these on Roachy... woulda killed a
lesser bug (but it did get Hex a 2 week suspension/vacation).
Not too many street thugs can afford a piece like this, or
afford to leave it lying in the street; gotta be carried by
someone pretty well funded.
Technical Specs: This heavy-duty weapon fires a lethal stream
of liquid nectar. Not much else to say about that, other than
"get outta the way."
Appliance Bugs are an odd sort of weapon, as they also
serve as enemies. Built by Hominids from scrap parts of
household appliances to serve as sentries, Appliance Bugs
will continue to spawn from their nest until it's destroyed.
Once an Appliance Bug has been disabled, it can be picked up
and used as a short-range laser pistol. Picking up additional
disabled bugs will reload your clip.
-From the Case File-
Manufacturer: Hominids, clearly! Plus I guess the original
appliance makers deserve some credit... HomniTelecomm,
BakersAide, and HouseMaster Appliances.
Notes: It's like an unholy marriage of watchdog and cake mixer.
Wish my appliances had this much enthusiasm.
Technical Specs: Patched together from various recycled
appliances and powered by a very single-minded intelligence,
these enemies may be picked up when stunned and fired like a
pistol until their ammo is depleted. These recharge in "nests"
and are deployed by Hominids as automated defenses. TIP: Taking
out a nest is the best insurance against future hassles.
Damage: Low.
Range: Close.
Magazine Capacity: 25.
Abilities +Abl
================
During the mission Revelation #9, Chrys meets a Hominid
scientist named Ozzy, who uses a gun-shaped instrument
to unlock something in her brain, allowing her to use
Pheromone-based hybrid abilities. Rather than requiring
you to pick up ammunition like firearms, the abilities
all use the same Pheromone meter, which will regenerate
with time, or can be instantly replenished by picking up
cans or kegs of Pheromones.
=Mind Blower=
The Mind Blower is unlike the other abilities in that it
doesn't give you control over the minds of your enemies,
but rather does physical damage to them with a concentrated
stream of Pheromones. The Mind Blower is similar in function
to the Nectar Cannon, but does less damage.
-From the Case File-
Manufacturer: I suppose I have Ozzy to thank for this
"ability", but it's not like he specifically outfitted
me with known powers... he just kind of combined DNA that
he thought would be cool and crossed his fingers.
Notes: When I grit me teeth and think about that irritating
whistling noise that comes out of Grubbs' nose when he eats,
this "power" just sort of... happens. Basically kills everything
in sight. I'm gonna have to watch out next time I see Grubbs,
though.
Damage: High.
Range: Far.
Pheromone Cost: Low.
=Brain-Freeze=
Brain-Freeze uses Pheromones to make enemies move, attack,
and react at one fourth of their normal speed for a short
period of time. Why its name is hyphenated and Mind Blower
isn't is one of the great mysteries of our time.
-From the Case File-
Manufacturer: Looks like another of my innate hybrid
"talents", although Ozzy's little probe gun flipped the
magnetic implant switch that was blocking this.
Notes: I concentrate on cold, and enemies freeze up.
Makes 'em move, shoot, and whatever else four times
slower for a period of time - kind of like Roachy before
his morning cup of coffee. Good for buying some extra
time to sort out my strategy.
Total Confusion is the game's most accurate portrayal
of how Pheromones work in the real world. When it hits
the targeted enemy, said enemy will turn on its comrades
for a short period of time.
-From the Case File-
Manufacturer: Yeah, like I said, I don't know who's
responsible, but I like it.
Notes: Causes enemies to turn on each other. Now that
I think about it, I might have been channeling this one
for years, considering some of the fights between Hex
and Grubbs at the precinct. And then there's Chigger's
screaming... maybe he's really a sweetheart. Or maybe not.
Cranial Combustion does just what it sounds like; it
makes your enemies' heads explode. It's Pheromone-based,
so it's unlikely that any actual combustion occurs.
-From the Case File-
Manufacturer: Same story, and I'm sticking to it.
Notes: I strain until my ears pop, and so do their heads.
This one takes a lot out of me, although not as much as
them, I suppose. Use it sparingly. Unless there's a room
full of criminals coming at you, of course, in which case
it's pretty effective. Did I mention their heads explode?
Preferrable against Robobugs, seeing as the head good stays
contained inside their helmets.
Damage: Lethal.
Range: Far.
Pheromone Cost: High.
Other Firearms +OF
====================
=Roachy's Pistol=
Roachy's pistol, which he calls Amber, is of unknown origin,
and seems to be unique. Chrys takes it from him at the end of
the game while he's under the influence of Quinbee's pheromones,
but having unlocked her own special abilities, doesn't use it.
-From the Case File-
Manufacturer: Jurassican Classic.
Notes: Roachy's carried "Amber" as long as I've known him.
Won't elaborate on how or where he got this unique weapon,
but it's pretty effective. Almost tailor made for slow-moving
Roachy, since it freezes enemies long enough for chubby to
catch up.
Technical Specs: Shoots a rounded globule of amber that
envelopes and temporarily immobilizes the target; amber
is brittle and known to shatter.
TIP: Follow up quickly with a secondary attack, before
it wears off.
Damage: Low.
Range: Close.
Magazine Capacity: 15.
=Beetle Buster=
There is currently little information available on
this weapon, as it is only mentioned in the case files
of Grubbs and The Javelins. The only time in the game it's
seen is during the Stick Up mission, where Stick Bugs show
it to be a relatively small, yet hard-hitting laser pistol.
The PC version of the game is called "Insecticide: Episode 1",
and Hex and Grubbs both seem to be pretty well-thought-out
for characters appearing in only a single level, so we'll
presumably see the Beetle Buster in future installments.
================
Walkthrough +WT
====================
Great Expectorations (Action) - +GE
=====================================
Sunday, 12:18 a.m.
Downtown Troi
Objective: Chase the arms buyer (Spit Bug).
Scarabs: 3
You'll start at the end of a short alley. Take note of the bottom
screen; the red and green bug in the center of the radar is you,
and the green marker is your objective. Below the radar is your
inventory, which at the moment holds nothing but The Pollinator (see
Firearms section). When you reach the end of the alley, Roachy will
tell you that he's going to be keeping in touch via the com-link
system. This just means that every so often he'll tell you what he's
doing, or give you advice. You don't have to read what he's saying if
you don't want to, but in combat sequences you'll be using cover a lot,
so it doesn't necessarily break the action. His input is often helpful,
or at least interesting.
Your suspect will take to the rooftops, so jump (B button) onto the
nearby crate, then onto the blue... building(?). When you jump onto
the green awning directly ahead, a Spit Bug will start spitting at
you. Wait until it gets close enough, then lock on to it (press the
A button). I recommend remaining on the awning and shooting (R button)
while jumping. Once it's gone down, follow the purple ramp forward and
to the right. Roachy will call in to tell you that you can do a double
jump by pressing B again while in the air.
Ahead (approximately one double jump away) are some round red platforms
on the side of a building. Take them to the roof, and you'll find a green
can spinning in place. This is Nectarola, the city of Troi's soft drink of
choice, and your health recovery item. If you took damage from the conflict
with the Spit Bug, grab the can (you'll consume it automatically); if not,
you won't be able to pick it up. Don't worry about saving it for later,
this is a short level, and there's Nectarola everywhere in the action
stages. Also, there's no punishment for falling to your death, and it
completely refills your health meter.
Take the ramp on the left side of the roof down to another Spit Bug
encounter. If you take damage, you can go back for the Nectarola, if
you really want to. Follow the red platforms to the roof, where you'll
find more Spit Bugs. Jump to the roof they were attacking you from, but
instead of following the perp, jump on the red platforms directly ahead
to get your first Golden Scarab. There are several of these bugs hidden
in each action level, and they will increase your health meter. Okay,
now you can get back to the chase.
Jump down onto the billboard with the Nectarola can on it, the down
to the roof. You can jump onto the red platforms, but if you turn to
the right you'll see several ledges, leading to another Scarab. Whether
or not you get it (oh come on, just get it), when you hit the first red
platform some Spit Bugs will spawn ahead of you and to the right. They
seem pretty far away, but you can lock on to both of them. When you get
off of the last platform, more Spit Bugs will spawn. This, however, is
your first chance to use cover. Lock on to one of them, then hide behind
the corner. After it attacks, press left to hop (Chrys hops when you're
locked on to something) from behind the cover, fire off a shot, then hop
back. Once you've dispatched them, collect the Scarab that's hiding behind
the nearby crate, then jump into the circular opening your arms buyer went
through. There are a few more enemies in here, and you'll have a chance
to practice shooting from cover on all of them. Once you're outside again,
follow the red platforms to the walkway (which is slightly lower than the
last platform), then to the arena-looking structure. You'll be given a
new objective: Take out the rest of the armed Spit Bugs to break through.
These guys are a bit more dangerous than the ones you've seen thus far, as
they're dual-wielding pistols that shoot a concentrated stream of nectar.
Utilize the available cover, double jump over nectar streams when necessary,
and grab Nectarola if you need to. Finish them all off to end the mission.
=====================================
The Soda Bomber (Investigation) - +TSB
========================================
Saturday, 5:18 p.m.
Precinct 47, Insecticide Division
Objective: Bring the case board up to date.
We've moved back in time seven hours, to find out what lead up to
Chrys chasing the Spit Bug and squaring off with a Nectarola truck.
Chigger, the chief of police, will rant about the case board having
none of the new data in the Soda Bomber case. It's your goal to gather
all of the missing data. Take note of the bottom screen again; where
the radar was before, you now have a large blank area that will display
the things you're investigating. The slots below that will now be used
to hold evidence.
Turn around to find a desk covered in coffee cups, donuts, and empty
Chinese takeout boxes. It, like everything else you can investigate,
has a magnifying glass over it- press the A button for a closer look
at this collection of cop cliches. The desk will appear on the bottom
screen; use your stylus to poke at anything that looks interesting.
Specifically, you can collect a donut from the box, and coffee from the
pot. Poke the pot once to make coffee, and a second time to take it. You
can poke each piece of evidence in your inventory for more information on
it... I recommend you do this to everything. Press the X button, or poke
the on-screen X icon, to stop investigating the desk.
From Chrys' desk, which is the next one in line, collect the Case
File and the tape recorder. You can now access the Case File at any
time from the pause menu, which contains all of the information you've
gathered on characters, firearms, suspects, and evidence. I recommend
checking for new information in it at the beginning of every stage, and
whenever you pick up a new weapon. The next desk is Roachy's, but he can't
be bothered to remember where he left the Witness List on an empty stomach.
Open his desk drawer to find the bottle of semi-dairy imitation-like coffee
creamer product. Talk to Roachy, then use your stylus to drag the donut onto
his picture. Do the same with the coffee, then the creamer, and he'll give
you the Witness List. The next two desks have nothing of interest on them
(read: can't be investigated), so check out the Case Board. The Witness
List goes in the top-right corner.
Talk to Grubbs, the big purple rhino beetle standing next to the
tv, and he'll make you help him write a rhyming report. It doesn't
really matter which words you choose, but if you want his report to
make at least a little sense, choose Posies, Tough, Stubble, Farthermost,
Shattering, Arresting, Dinky, and Verse. Bomb site photos in hand, move
on to Hex's desk. He's actually sitting on the Bombing Diagram, but is
too busy to listen to what you have to say. Drag the coffee pot to the
cup on his desk to fill it, then snatch the diagram when he jumps up.
Upon inspection, Chrys will recognize a symbol on it and pull out an
old photograph, bearing the same symbol, which will be added to your
inventory.
Finally, go to the holding cell in the center of the room, and talk to
the Hominid. Drag the tape recorder onto him to get his statement, which
is pretty useless, but yields one thing of importance- the name Artie.
You can go and talk to Chief Chigger if you want, but you don't have
to. Return to the Case Board and put everything where it belongs to
end the mission.
There's been a murder in the Nectarola company! Quinbee, the company
chair, has requested Roachy by name, as they were both involved in a
case in the past. You can talk to Roachy, Quinbee and Cecil as much
as you want, but I'll only be covering what's necessary to proceed.
I recommend exploring every line of conversation and inspecting every
piece of evidence, but if you get stuck, read on. Start by talking to
Roachy. Once he's given you your objective, investigatethe scene of the
crime. Collect the script from Buzzbee's left hand and the nearby sandbag,
then inspect the script to get the paper clip. Inspect the paper clip to
unbend it, then head behind the stage. Ask the Beebot there to move, then
talk to Cecil, the large bee standing a few feet away. Have him move it to
either the right or left, then take a bow. Investigate the Beebot to get the
turnkey, then go up the stairs it had been blocking. At the top, you'll find
a locked box. Try to pick the lock with the unbent paper clip, then use the
resulting metal rod to dismantle the box's hinges. Collect the knife, then
follow the catwalk to the front of the stage. Cut the rope, go down to the
stage, grab the wing tip, and investigate the crime scene again. Use the
turnkey on the Beebot, then talk to Roachy to end the mission.
Arms dealer Jimmy "Stix" McGillicuddy is on the run, and we're not done
questioning him. Immediately in front of the stoop you're standing on is
a new weapon- The Nectar Blaster (see Firearms section). Essentially the
game's shotgun, it's fatal at close range, but probably won't even hit your
target from a distance. Unlike your Pollinator, the Nectar Blaster requires
ammunition, which appears on-screen in the form of yellow boxes with green
spikes on the corners. To switch between weapons, press the Y button.
As soon as you step away from the stoop, a couple of Stix' cronies
will start shooting you with their Beetle Busters. It's fairly easy to
avoid- just jump around the shots, then use your double jump to close the
distance and fire off a shot in the Stick Bug's face. I'm only recommending
this because you're in a wide open space; you should always use cover when
you can. Go up the ramp by the large truck and dispatch the bug there, then
hop onto the truck and the following platforms. If you want to eliminate all
enemies in the stage, stay on the ground and walk past the truck, as two
stick bugs will spawn behind you.
Either way, from the platform step onto the wires. Don't worry
about falling off, if you go too far to one side Chrys will auto-correct.
Don't jump unless it's necessary, as you can fall off doing this. When
you reach the split in the wire, go to the right; the one on the left
leads to a brick wall. It's the same thing at the next split. When you
reach the platform at the end of the wire, a couple of Stick Bugs will
be waiting for you. Deal with them, then hop on the next wire and go
through the window you saw Stix use. Take out the bug here and collect
the Nectar Blaster ammo if you need it. Before leaving the room, turn
left at the exit for this stage's first Scarab. As soon as you leave
the room, another enemy will start shooting at you from the left. Deal
with him, and get the Scarab on the platform next to his. Return to where
you were when he started blasting you, then jump onto the slanted roof
directly ahead, which holds another bug. Jump onto the platform with the
rail going around it, then onto the pale pink triangle where wires meet.
You have to make your way across the wires here, while every so often a
cable car will pass by underneath, which you must jump over. I recommend
moving to the far wire, as the cars are coming from the direction you're
going, meaning you'll see them long before you have to jump. Get off at
the railed platform at the other end of the tracks, then mount the ramp
directly ahead. There will be an enemy waiting for you, and another soon
after. Once you've dealt with them, the path through the second half of
the level will be to the left. However, there's another Scarab (and a
spawning enemy) on a platform to the right.
The next area is full of crates, and the floor (roof? where are
we by now, anyway?) is full of holes. Take out the spawning enemies,
then proceed to the next area, with is full of bugs and chain link
fences. The fences are actually cover, and neither you nor your enemies
can shoot through them. Go through one of the openings on the left to
find a small walkway with a Scarab on it, then go to the end of the room
and out onto another similar walkway (this one sporting a bug) to get to
the next area. Two bugs should immediately start shooting at you- there's
a Scarab right next to the one on the left. Use the crates to jump to the
upper area, then work your way past the swinging red cranes. On the left,
you'll see some platforms sticking out of the wall. As Roachy said, it's
too far to jump to the last platform, which has a Scarab on it, so you'll
have to wall-walk. Areas where you're able to wall-walk are denoted by
large, usually cream or yellow-colored signs. To wall-walk, just move
toward the sign while in the air. A Stick Bug will sometimes spawn around
the next corner, but whether enemies will spawn, and sometimes whether
they'll stick around when you leave the area, seems to be hit-and-miss.
Anyway, when you step into the next area, you'll be attacked from the
left. Dispatch the bug, then turn to the right to find another Scarab
two platforms away. Go back to the left, and when you reach the end of
the downward-sloping ramp, jump to the blue platform below. Be wary,
though, as a bug will spawn as soon as you jump. Cross the wire, blast
the bug that appears, jump down to the truck, then down to the ground.
Take out the bugs that shoot at you, grab the final Scarab from behind
the shipping containers, and confront Stix to end the mission.
=========================
Histamine Field (Investigation) - +HF
=======================================
Stix claims that he wasn't involved in Buzzbee's murder, but that
the guy he sold the Histamines to would be at a diner at around eleven.
Why does this even count as its own mission?
=======================================
Bug Day Afternoon (Investigation) - +BDA
==========================================
Saturday, 10:51 p.m.
The Dewdrop Trough
Objective: Find Stix' Buyer.
The buyer you're looking for is someone who had to have been here
last night. Talk to Millie, the snail running the cash register, to
learn that the receipts from last night are sitting on the empty table
by the exit. Examine the counter in front of her for the contest forms
and pencils, then go talk to the customers. You can check out what's on
their tables and interrogate them on where they were last night, but all
you're required to do is give them the contest forms. Either way, once
you've distributed the forms go have a chat with Millie. When you're done
with that, collect the forms by looking at each customer's table, then
place them next to the receipts on the table by the door. Poke the forms
and receipts to shuffle through them, until you find a match- Artie
Phlegming. Yes, the same Artie that the Hominid said "has to go" earlier.
Talk to the Spit Bug at the middle table. After the cut scene, talk to
him again, and drag the cake onto his picture to end the mission.
Hmm, that objective looks familiar... and we're less than an hour
away from the chase at the beginning of the game! As you step onto
the walkway, a Robobug will spawn up ahead and may start shooting
at you. It's easier to kill it from here, and as you may be able to
tell from its attacks the Nectar Blaster isn't that great at a distance,
so use the Pollinator. Use the shipping containers in the next area as
cover while taking out the enemies, grab the Scarab behind the building,
then go to where the first Robobug was. Here you'll find a Nectarola Keg,
which replenishes quite a bit more health than the cans do, and the path
to the next area.
Here, you'll have to jump across crates floating in the water.
As soon as you land on the first one, you'll encounter a new type
of enemy; Mechsquitos, flying robotic bugs that usually travel in
groups of three. The best way to take them out is with the Nectar
Blaster, as trying to take them out one-by-one gives them time to get
a few shots in at you. Make your way across the rest of thecrates, then
eliminate the Robobugs and grab the Scarab that's behind the stack of
crates. Climb the crates, get rid of the Robobug on the ramp, and collect
your new weapon: The Mold Spore Launcher (see Firearms section). This is
the closest thing this game has to incendiary grenades. Rather than catch
fire, your enemies will become moldy, which slowly kills them as they
infect others nearby. Its ammunition is a green capsule which you've
probably seen an enemy drop by now.
Enter the building ahead, then follow the ramp you're shown.
You'll immediately have a chance to use your new Mold Spore Launcher,
as most of the Robobugs below won't notice you. Once you've cleared the
area, go past the shipping containers straight ahead of the end of the
ramp and turn to the left for a Scarab. An enemy will spawn behind you,
so duck behind the corner and take it out with your weapon of choice.
Walk to the end of the line of shipping containers, and turn right.
Walk to building with the containers next to it, disposing of the
Robobug, then use your Pollinator on the one on the far pier. Wall-walk
to where it was, jump across the platforms to where the missing lever
is, then make your way back to the dockyard office, watching out for
any enemies that may have spawned.
Now that the route into the ship is clear, hop onto the wooden
platform to the right of the building, blast the Mechsquitos, and
tightrope your way to the ship. Jump across the ledges until you
reach the opening with yellow lamps, and go in. Two Robobugs will
be waiting for you (one is far away, Pollinate it), and more will
spawn once you hit the ground. Jump onto the catwalk and use the
control panel to lower a shipping container (there will sometimes
be a Robobug on it), which you can you to reach the next area.
Watch out, as there will be a Robobug right around the corner.
On top of the ship, make your way to the red ramp, killing the
enemies in your way. Don't go up the ramp, however; go to the
right and take out the two Robobugs, so they won't shoot you while
you're trying to get past the cranes. As soon as you're on the red
walkway, Mechsquitos will attack, which will happen again when you
get to the wire. Right by the last crane on the red walkway, hop
down to the blue/gray floor on the right and get the last Scarab,
behind the large shipping container that sticks out more. As soon
as you get off the wire, more Mechsquitos will ambush you. To the
left of the warehouse is nothing but a Robobug and some Mold Spore
ammo, so go on in. Inside are some crates, enemies.. you know the drill.
As soon as you step out the other side Mechsquitos will attack, so have
your Nectar Blaster ready. In the next warehouse, use the control panel
on the right to drop a crate on the Robobugs blocking your path, then
approach Artie to end the mission.
Sunday, 12:54 a.m.
Lyme Square
Objective: Clean up the downtown Robobug infestation.
Scarabs: 4
We're finally caught up to the present! Up ahead you'll see
a spinning spikey thing by a large blue plastic container (a
port-a-potty..?). This is the latest addition to your steadily
growing arsenal, the Histamine (see Firearms section). The game's
proximity mines, these work best on groups of enemies and things
that require a lot of hits. You'll also need them to blow up the
green manholes, which will continue to spawn Robobugs until you do
so. Leave the cover of your bulletproof toilet and hide behind the
car directly in front of it, where you'll find another weapon- The
Nectar Canon (see Firearms section). The buggy equivalent of a rocket
launcher, it fires a stream of nectar which is lethal to normal enemies.
Its ammo looks like four pointy yellow discs stuck together.
Take out the three manholes, then the two that appear when
you try to proceed through the level. Next to the overturned
Nectarola truck, you'll find yet another new weapon- The Amberizer
(see Firearms section). Insecticide's take on a stunning weapon, it
shoots globules of amber that will temporarily freeze your enemies.
It doesn't do any damage, but it will allow you to get close enough
for a fatal blaster or cannon shot. Amber ammo resembles a large yellow
globe. Straight ahead, past the Robobug, is a control panel, but you can't
do anything to it yet. Between the truck and the wall it's next to you'll
find a Scarab, and by a wall on the other side of the truck you'll find
another. Once you've eliminated the last Robobug, it will drop a level,
and a weaponized spider crane will appear. Grab the lever and take it to
the control panel, then go through the gate that opened. Grab the Scarab
on the left, then jump onto the ledge and go up the ramp. Follow the wire
to the lamp and break it, ignoring the spider crane- it can shoot you, but
not knock you off the wire. Walk along the balcony at the end of the wire,
then jump onto the roof to the right for the last Scarab. Jump back down
to the balcony, then jump to and break the second lamp. Follow the wires
to the control panel, breaking the third lamp along the way, and activate
it to end the mission.
Monday, 5:19 p.m.
Nectarola Pollen Express
Objective: Get into the Caboose to find the "secret cargo."
Quinbee's requested that you escort her train, for some reason.
Talk to her until she gets a phone call and kicks you out, then
ask Roachy how to listen to what she's saying through the door.
Go into the dining car and steal the floral hydrate and teacup
from the doctor's table. You could get the water glass from the
counter across from the kitchen, but it won't work as a listening
device anyway, so skip it. Show the teacup to the Beebot in the
kitchen to have it filled with tea, then add the floral hydrate
and give it to the doctor. Steal his stethoscope and use it on
the door to Quinbee's car.
Return to the dining car and take the envelope and small blue
vial, then examine the notebook that was under the envelope.
Go to the car past the kitchen and check the door, then use
the envelope on the fertilizer bag and add the luciferase to
the envelope. Get some charcoal from the kitchen's brazier,
then take your newly made bomb to the candelabra on the table
across from the doctor's. Examine the box on Quinbee's desk
to end the mission.
Monday, 6:28 p.m.
Nectarola Pollen Express
Objective: Chase the kidnappers towards the front of the train.
Scarabs: 5
Quinbee and Roachy have been kidnapped by Robobugs! They're
being taken to the front of the train up on the roof, so you
should do the same through the interior. First, though, turn
to your right for a Scarab, th
Since nez77 did it, I may as well. Here's my walkthrough for Insecticide, the least appreciated DS game of all time, which also contains profiles of characters, enemies, and weapons.
Special Thanks +ST
=======================
This section, at the top of the page, is reserved for anyone who has helped
me in any way with the creation of this FAQ, whether they contributed in any
significant way, provided information, gave me advice on writing this, or
even pointed something out!
This section is currently empty.
=======================
Table of Contents +ToC
===========================
0. Special Thanks +ST
I. Table of Contents +ToC
II. Updates and Version History +UVH
III. Introduction +INT (please read!)
IV. Controls +CT
V. Setting and Background +SaB
VI. Character Profiles +CP
VII. Enemy Index +EI
VIII. Scarab Locations +SL
IX. Weapons +WP
IX-a. Firearms +Fms
IX-b. Abilities +Abl
IX-c. Other Firearms +OF
X. Walkthrough +WT
X-a. Great Expectorations +GE
X-b. The Soda Bomber +TSB
X-c. Buzz Kill +BK
X-d. Stick Up +SU
X-e. Histamine Field +HF
X-f. Bug Day Afternoon +BDA
X-g. Pier Pressure +PP
X-h. Downtown Showdown +DS
X-i. Honey Train +HT
X-j. Railroad Typhoon +RT
X-k. Home for the Hominids +HH
X-l. Revelation #9 +R9
X-m. I, Robobug +IR
X-n. Ka-Bloom! +KB
X-o. Soda City +SC
X-p. Fear Factory +FF
X-q. Call Me Honey! +CMH
X-r. An Explosion of Cherry Flavor! +ECF
XI. Glitches and Oddities +GaO
XII. Frequently Asked Questions +FAQ
XIII. Contact Info +CI
XIV. Legal Stuff +LS
(Note: Additional sections
may be added in the future.)
===========================
Updates and Version History +UVH
=====================================
10/26/08 - Version 1.0
========
Done! Here it is, version 1.0 of my Insecticide
FAQ. I may add more content in the future, but
for now, it's finished and ready to sumbit to
GameFAQs.
10/24/08 - Version 0.3
========
Finished the Enemy Index, Glitches and Oddities,
Character Profiles, and FAQ sections.
10/23/08 - Version 0.2
========
Over the last few days I've finished the basic
formatting for this guide, and about half of the
sections I have planned. Considering how small
the amount of time it would take to finish what
I currently have planned is, I may wait until
Version 1.0 is ready to submit this to GameFAQs.
10/19/08 - Version 0.1
========
The Walkthrough is complete, and contains all
Scarab locations. I think everything else should
be fairly easy to do after this.
=====================================
Introduction +INT
======================
Hello, and welcome to my Insecticide FAQ. I hope that you'll find it
useful, despite my bad writing. The investigation portions of the
walkthrough only cover the minimum that you're required to do to
complete the mission, while the action parts are comprehensive and
cover everything from Scarab locations to every time you can expect
an enemy to attack. As such, the writing in the action sections can
get stale rather fast, so I'll be accepting alternative versions of
each mission. If you would like to contribute, see the Contact Info
section of this guide. Please let me know if you find any factual or
typographical errors, or if you feel that anything needs clarification.
Some sections contain minor spoilers. If you would like to avoid these,
don't read about a weapon until you have it, and refrain from skipping
ahead in the walkthrough. Any major spoilers will be clearly marked.
In case you're inexperienced with conputers, or just unaware of the
fact, you can press CTRL+F to find content on the current page. Next
to each section in the Table of Contents, you'll see a two or three
letter acronym with a plus sign in front of it, such as +INT; type it
into the seach bar to find the corresponding section on the page.
(note: this feature is not case sensitive)
======================
Controls +CT
=================
Insecticide is broken into two types of gameplay, each of which
has its own control scheme. Unlisted buttons do nothing.
Menu
======
Control Pad - Scroll through menu
A Button - Confirm selection
B Button - Cancel selection
X Button - Erase file (file select menu only)
Touchscreen - Can perform Control Pad and A/B button functions
Action Level
==============
Control Pad - Walk, turn
A Button - Lock onto enemies within selected weapon's range
B Button - Jump, double jump
X Button - Look around with Control Pad
Y Button - Cycle between weapons
R Button - Use selected weapon*
Start Button - View pause menu
Touchscreen - Hold down to look around, tap to jump, select weapon
Investigation Level
=====================
Control Pad - Walk, turn
A Button - Examine object/initiate dialogue, scroll through text
X Button - Exit examination/dialogue screen, look around with Control Pad
Start Button - View pause menu
Touchscreen - Inspect/use evidence, examine scene, perform A/X button functions
* if close enough to an enemy, a kick attack
will be used instead of the selected weapon
=================
Setting and Background +SaB
===============================
Insecticide is set in the distant future, in the city of Troi.
Long ago, human geneticists developed crops that were resistant
to pests of all kinds. Unfortunately (for the humans, anyway),
the pests adapted and ate the crops, which it turned out were
genetically unstable enough to cause mutation in the consumers.
Over time, the arthropods and various other protostomes evolved
to become the dominant creatures on the planet; the humans weren't
so lucky. The same altered crops caused severe, lethal allergies to
form in them, killing off most of the species and forcing the rest
to seek shelter from the deadly pollen. By the time that Insecticde
takes place, humans, now referred to as Hominids, are an old and dying
race, and are considered to be inferior to the insects. Due to the toxic
pollen permeating the city, they must wear hazmat (hazardous material)
suits to survive.
The city's inhabitants are ruled by their addiction to Nectarola, a
soft drink made of pollen and nectar produced by the drone offspring
of Madame Haezzle Quinbee, the queen bee and CEO of Nectarola Co.
Shortly before the introduction of a new flavor of Nectarola, Manchurian
Cherry, a mysterious terrorist the press are calling "The Soda Bomber"
starts setting off explosive soda cans in seemingly random places around
the city. Though none of the bombings have been fatal, the case has been
delegated to Precinct 47's Insecticide division, headlined by veteran
detective Roachy Caruthers and his rookie partner, Chrys Liszt.
===============================
Character Profiles +CP
===========================
=Chrys Liszt=
Chrys is a rookie cop with a mysterious past, and the
protagonist of the game. She doesn't remember her past,
but has recurring nightmares that seem to be tied to it.
Her only possession from her former life is a photograph
of her as a child, standing with an unknown man. The name
Chrys Liszt is a play on the word chrysalis, which is the
type of pupa caterpillars become. The surname Liszt is of
Hungarian origin.
Notes: Chrys is a bit of an enigma, even to herself. Her
memory of her past is murky - possibly due to an accident
that she suspects has left her on her own.
She has disturbing flashbacks and te mystery haunts her
dreams, but she has yet to make any sense of it. It's her
quest to find these answers that caused Chrys and Roachy's
paths to cross. She is thoughtful, curious and tough, and
she makes a good detective without really having intended to.
She can stick to walls for brief periods of time and run
along them, is unfazed by a shot of bug spray that would
take down an insect twice her size, and seems oddly to be
one of the few inhabitants of Troi not totally obsessed
with Nectarola.
=Roachy Caruthers=
Roachy is a veteran detective, and Chrys' partner. Having
put some weight on around the thorax, Roachy isn't quite as
spry as he used to be, and as a result has been shot some
forty-seven times in his career. He was the lead detective
on the case of Madame Quinbee's egg-napping thirty years ago,
and while it remains unsolved to this day, she's never held
it against him. Roachy is a stereotypical veteran cop, with
a name to match. The name Caruthers originates from Scotland.
-From the Case File-
Nickname: Bullseye, The Donutator.
Height: 5'1".
Weight: 155 lbs.
Species: Cockroach.
Weapon of choice: "Amber".
Affiliations: Chrys Liszt's partner.
Notes: A cop for thirty-some years, Roachy is one of the
longest serving veterans on hte Troi P.D. Not that that buys
him respect or credibility with the big bugs downtown - Roachy
has always been a "street roach." He's approaching retirement
age, but Chief Chigger made it clear that the precinct would
close up and cut pensions if they couldn't find some bodies to
fill the desks and solve a few cases on the board. This lead to
one of Roachy's better ideas: recruiting Chrys to the academy.
He's been shot forty-seven times in the line of duty, but it
hasn't slowed him down much - even though cockroaches didn't
quite become the dominant species on the planet as most humans
predicted, they are nevertheless extremely durable.
=Madame Haezzle Quinbee=
Quinbee is the chairman and CEO of Nectarola Co, the largest
employer in the city of Troi. The single most recognizable
face in the city, she's getting on in years, but can apparently
still produce all of the drones required to tend to the pollen
fields. Her royal egg, which would have hatched into the heir
to Nectrola Co., was stolen thirty years ago. The name Quinbee
is a play on queen bee, while the name Quinn hails from Ireland.
-From the Case File-
A.K.A.: "Honey", Chairman Quinbee.
Height: 5'10".
Weight: Classified information. All previous medical records have
been sealed, and some sort of jamming device is rumored to
override previous attempts at gathering this data.
Species: Bee.
Outstanding warrants: None.
Record: None.
Weapon of choice: N/A.
Affiliations: N/A.
Notes: Roachy would kill me if he saw I even had his "girl" on
the suspects list. Not sure what gets into him whenever he's
around her, but he's definitely "distracted". Truth is, anyone
present during the murder, or even affiliated with the victim,
for that matter, is a potential suspect. Although I have my
doubts as to why such a high-powered executive like her would
stoop to getting her hands dirty offing a nobody like Buzzbee.
CEO of Nectarola Co, number one employer in the city, and maker
of Troi's most popular beverage/foodstuff. Nectarola is also
Troi's main export (not counting crime and weapons).
=Ozwald Mandias=
Ozzy is an old Hominid scientist, and seems to know about
Chrys' past. It turns out that he's the mysterious figure in
the old photograph; aside from that, very little is known
about him. The name Ozzy Mandias is a play on Ozymandias,
a sonnet about a long-dead, boastful king who considered
himself and his works to be the greatest things in the
world, though now all that remains of him is an ancient,
crumbling statue.
-From the Case File-
Nickname: Ozzy.
Height: 5'7".
Weight: 132 lbs.
Species: Hominid.
Weapon of choice: The non-sequitur.
Affiliations: Works for an unknown employer in an elaborately
outfitted lab at the top of Hominid City.
Notes: Ozzy is a talented scientist, whose faculties have
declined somewhat over the year due to pollen exposure. He
works in a solitary facility that seems to be a genetics lab,
a demolitions facility, or both. The equipment there costs more
than everything else in the underground city combined, but what
Ozzy is using it for is a mystery. He seems to be holding back,
no doubt because of the security cameras trained on him 24/7.
One thing for certain, though, is that he seems to know a lot
about me and is somehow connected to my mysterius past.
===========================
Enemy Index +EI
====================
What's an action game without memorable enemies?
An action game without memorable enemies, is what.
While only time will tell how memorable your foes
in Insecticide are, you should at least remember
how to deal with them while playing.
Regular Enemies
=================
=Spit Bugs=
Spit Bugs use their own noxious oral secretions
as a weapon, and will opt to spit at you from afar
rather than risk close combat. As you only find them
in one mission, your options for fighting them are
limited. Just dodge their spit, and return fire with
the Pollinator. The group you that encounter call
themselves The Spit Fires.
Ranged Attack: Toxic spit.
Close Attack: Targeted toxic spit.
Note: At close range, the Spit Bugs' attack is much
more accurate than it is at a distance.
Notable Members: Artie Phlegming, Jimmy Spitzler
Missions: Great Expectorations.
-From the Case File-
A.K.A.: The Droolers.
Species: Spit Bug.
Outstanding warrants: They're all wanted for something.
Record: As long as their antennae.
Weapon of choice: Toxic saliva.
Affiliations: They're affiliated with no one, they run
with the wind (although they try not to spit into it).
Notes: Artie's gang. They're tough as spit, with attitude
to match. The toxic saliva is bad enough, but after some
"friends" gave them extra firepower, they were especially
dangerous. Didn't do Archie much good though when he was
staring down the grill of a speeding delivery truck.
=Stick Bugs=
The Stick Bugs that associate with Stix call themselves
The Javelins. They move quickly, hit hard, and play dirty.
They only appear during the Stick Up mission, so the best
way to handle them is to dodge their attack and close in
for a shot with the Nectar Blaster.
Ranged Attack: Beetle Busters.
Close Attack: Shin kick.
Note: Stick Bugs wield a Beetle Buster in each hand,
for a total of four. The Beetle Buster is a
hard-hitting laser pistol, and four of them at
once is almost like a Nectar Blaster.
Notable Members: Jimmy "Stix" McGillicuddy.
Missions: Stick Up.
-From the Case File-
A.K.A.: Trouble.
Species: Stick bug.
Outstanding warrants: Across the board.
Record: They all got 'em.
Weapon of choice: You name it, but they prefer Beetle Busters.
Affiliations: Sometimes been known to run with
biker gang A Touch of Weevil.
Notes: These guys pop out from behind light posts when you
least expect it, then disappear just as easily. Their turf
is most of the West side near the warehouse district and the
bay. They're mostly small time thugs and gun runners, but
there's a rumor that some of them are deeper into a big
weapons smuggling operation.
=Mechsquitos=
There's not much to say about Mechsquitos. They're outfitted
with antique pistols, and attack in groups of two or three in
wide-open areas. The best weapon to use against them is the
Nectar Blaster, as its shots are able to hit more than one
enemy at once.
Ranged Attack: Antique pistol.
Close Attack: Same.
Notable Members: N/A
Missions: Pier Pressure, Home for the Hominids,
An Explosion of Cherry Flavor!
-From the Case File-
A.K.A.: Buzzguns.
Height: 6".
Weight: 1.3 lbs.
Species: Robots.
Outstanding warrants: N/A.
Record: N/A.
Weapon of choice: Antique pistol.
Affiliations: Robobugs carry a small hive of these in a
compartment in the back of their suit.
Notes: Robobugs set these guys loose at the waterfront.
They home in on you with a built in GPS, like a flying
pistol with radar. These bugs will swarm and catch you
when there's no cover.
=Robobugs=
Robobugs are the main enemy in the game, so you'll be
seeing a lot of them. They use Nectar Blasters, you might
want to avoid the direct approach. The safest way to handle
them is to hit them with mold spores, then wait it out. If
you aren't so patient, or don't have adequate cover, a shot
from the Nectar Cannon will usually take them out. In the
later stages of the game, you can use Brain-Freeze or Total
Confusion from behind cover to avoid taking damage.
Ranged Attack: Nectar Blaster.
Close Attack: Backhand.
Note: Robobugs will normally attack with Nectar
Blasters just like the one you use, but if
you get too close they'll backhand you.
Notable Members: None.
Missions: Pier Pressure, Downtown Showdown, Railroad
Typhoon, Ka-Bloom!, Fear Factory, An Explosion
of Cherry Flavor!
-From the Case File-
(Note: The file for Robobugs changes almost
every mission, each time with spoilers, so
I've chosen to use their initial entry.)
A.K.A.: What the heck is that?
Height: 6'7".
Weight: 413 lbs.
Species: Unknown.
Outstanding warrants: Wanted for destruction of the Dewdrop
Trough, interfering with the arrest of
a suspect, and assault with deadly force.
Record: Unknown.
Weapon of choice: Nectar Blasters.
Affiliations: Unknown.
Notes: The facts are that these "things" busted up the
diner, grabbed my perp, and used deadly force to prevent
us from capturing or questioning them. That's nothing
unusual for a night in Troi. What's unsuual is their
strange mechanical suits, and the fact that I've seen
them before... in my recurring nightmares!
=Appliance Bugs=
Appliance bugs are unique in that they serve as both
enemies and weapons. They attack with a laser, which
while hard to avoid, doesn't do much damage. A single
shot from any weapon or a well-placed kick will stun
them, allowing you to pick them up and use their laser
pistols. They will continuously spawn from their nest,
so destroy it if you want to stop the flow.
Ranged Attack: None.
Close Attack: Targeted laser.
Note: Probably due to their size, Appliance Bugs have
the shortest range of any enemy in the game.
Notable Members: None.
Missions: Railroad Typhoon, Home for the Hominids.
-From the Case File-
A.K.A.: Ouch, that stings! Wrong number.
Height: 7".
Weight: 1.5 lbs.
Species: Robot.
Outstanding warrants: N/A.
Record: N/A.
Weapon of choice: Remote operated mixer cooled laser
pistol with telephonic pulse.
Affiliations: Part of the Hominid Security and
Telecommunications Network and comes with
a Good Homemaker gold star rating.
Notes: A nasty little critter cobbled together from misc.
spare telephones, irons, mixers, remote controls, and other
electronics and appliance parts, strapped together with duct
tape, and outfitted with a laser pistol. If you can stun one,
you can pick it up and strap to your arm to use as a weapon.
=Hominids=
While slow-moving, Hominids use bug spray guns that emit a
continuous stream, which have a surprisingly long range. They
almost always appear in groups of three, but aren't very good
at covering each other's backs. At close range, some enemies
have a strong attack designed to knock you back; not only do
Hominids not have one of these, but due to a glitch, they're
unable to hurt you at all. At extremely close range, the bug
spray guns can't hit you unless you jump or attack.
Ranged Attack: Bug Spray Rifle
Close Attack: None.
Note: At extremely close range, Hominids are unable to attack.
Notable Members: Ozwald Mandias, Carson Gabwell Jr.,
Unidentified Hominid (in cell)
A.K.A.: Those freaks in the plastic wrap helmets.
Outstanding warrants: Unknown.
Record: Unknown.
Weapon of choice: Semi-automatic compression projection
bug spray rifle.
Affiliations: Unknown.
Notes: Their makeshift metropolis was built using scrap
metal and train parts, but it's well organized and seems to
be the base of operations for Robobug excursions. The bigger
mystery, though, is their use of the strange symbol and its
connection to the crate on the train and my past.
=Beebots=
Beebots prefer to attack from afar, but will close the
distance if you take cover. If you're able to hit them
with Total Confusion, it will help a little; otherwise,
they take two hits before going down.
Ranged Attack: Optical laser bursts.
Close Attack: Same.
Notable Members: Beebot Chef #22.5, "Tinny Tim" (murder weapon)
Missions: Ka-Bloom!, Fear Factory, An Explosion of Cherry Flavor!
-From the Case File-
A.K.A.: The Nectarola Mascot.
Height: 4'9".
Weight: 685 lbs.
Species: Robot.
Outstanding warrants: None.
Record: None.
Weapon of choice: Twin corneal machine cannons.
Affiliations: Works exclusively for the Nectarola Co.
Notes: (Update: These guys aren't so beloved anymore.)
Watch out for those eye cannons! The beloved Nectarola Beebot
is a spokesbot universally adored and trusted by the cirizens
of Troi. First appearing in a commercial several years back
for the ill-conceived E.Cola, the Beebot nevertheless rebounded
into Troi's hearts after securing a supporting role in the new
ad campaign featuring Quinbee herself as spokesbug. The Beebots
are quite accomplished dancers with a pleasant speaking voice
and a lovely tenor. Spare parts are hard to come by.
=Bees=
(Note: This section contains spoilers.)
Two of these drones are summoned by Quinbee with yellow
pheromones during the final battle on the roof of Nectarola
Co. in the mission "Call Me Honey!". They use Nectar Blasters
and, when you're close enough, will punch with two of their
four arms. If you use Total Confusion on them, they'll attack
each other and Quinbee, but she'll kill them after only a
few seconds.
Ranged Attack: Nectar Blaster.
Close Attack: One-two punch.
Notable Members: Cecil Bee, Buzzbee, Dr. Pharkus Swellbee.
Missions: Call Me Honey!
-From the Case File-
(Note: As there is no file specifically for the drones
you fight, I'm using the one for the Bee Guards.)
A.K.A.: N/A.
Species: Bee.
Outstanding warrants: Unknown.
Record: Unknown.
Weapon of choice: Surliness.
Affiliations: They work exclusively for Quinbee and Nectarola,
and are rarely seen outside company property.
Notes: They're what's left of Quinbee's Apian Guard, and
part of the larger Nectarola Bee workforce, although recently
Quinbee's been seen mostly with Beebots. She claims it's all
part of her new "friendlier" image, but there are rumors that
it's actually because the Bee population is dwindling. Hard
to verify, as they've always been a secretive group and
Nectarola claims a majority of them working at one of their
many undisclosed Pollen Fields locations.
If you would like to see descriptions of the game's four
boss battles added to this section, just let me know.
(See Contact Info below.)
====================
Scarab Locations +SL
=========================
You've probably seen large, golden bugs sitting in some
out-of-the-way spots in the action levels of Insecticide
and thought, "what's this thing?". These are the Scarabs,
hidden tokens that will increase your health meter. There
are forty-five of them scattered throughout eight of the
game's missions, some of which are quite well-hidden.
=Great Expectorations=
Scarabs: 3
1. At one point, you will be faced with two Spit Bugs on
the roof across from you. Past them is a series of circular
platforms, the last of which holds a Scarab.
2. After the roof with the two Spit Bugs is a billboard.
Jump to it, then drop to the roof below and turn to the
right. A series of ledges leading down ends in a Scarab.
3. Just before the building containing the large fan, you'll
fight two Spit Bugs. Past them is a crate, behind which is
the mission's final Scarab.
=Stick Up=
Scarabs: 8
1. In the building you enter after walking on the wires,
turn to the left in front of the exit window for a Scarab.
2. Immediately after the building mentioned above, a Stick
Bug will begin shooting at you from a platform on the left.
On another platform next to his is a Scarab.
3. After leaving the cable car tracks, you'll be shown an
area to the left with a blue floor which is full of holes.
Walk past it and jump to the platforms on the right for a
Scarab.
4. In the building with the chain link fences inside, there
are three gaps in the wall to the left. Two of them are
linked by a walkway which holds a Scarab.
5. In the next area is a large stack of crates, and two
Stick Bugs. Next to the one on the left, behind a crate,
is a Scarab.
6. In a gap between buildings, you'll be introduced to the
concept of wall-walking. On the platform you wall-walk to
is another Scarab.
7. After the wall-walk area, you'll be attack by a Stick
Bug on the left. To the right is a platform with a Scarab.
8. In the final area, Stix is to the left of where you jump
down, while some shipping containers and Stick Bugs are to
the right. Behind the containers is the final Scarab.
=Pier Pressure=
Scarabs: 4
1. The first area is full of shipping containers and a few
Robobugs. There's a single small building with street lamps
around it, behind which is the first Scarab.
2. After crossing the crates floating on the water, you'll
find a stack of crates which you climb to get the Mold Spore
Launcher. Behind the crates is a Scarab.
3. Right after you get the Mold Spore Launcher, you'll take
a ramp down to an area with shipping containers and Robobugs.
Walk straight from the end of the ramp and past the containers,
then turn to the left to find an alcove with a Scarab in it.
4. On top of the ship, you'll find a red path which has cranes
swinging across it. At the end of the path is a walking wire
to the left, and a blue/gray floor to the right. Drop down to
the floor on the right to find the final Scarab behind the
shipping container that's sticking out.
=Downtown Showdown=
Scarabs: 4
1. To the left of the wrecked Nectarola delivery truck is a
short alley containing two Robobugs. On the left side (from
the entrance) is a Scarab.
2. There's a small gap between the wrecked truck and the wall
behind it; hiding in that gap is another Scarab.
3. Through the gate opened by the control panel is a ledge with
a ramp on it. On the left side of the ledge is a Scarab.
4. After breaking the first street lamp, you'll find yourself
on a balcony. To the left is the second street lamp, and to the
right is the roof of a building you're able to jump up onto. On
the roof, on the other side of the alley you started the mission
in, is the final Scarab.
=Railroad Typhoon=
Scarabs: 5
1. Turn to the right as soon as the mission starts for a Scarab.
2. Instead of heading into the executive lounge car ahead,
turn around and go into the caboose for another Scarab.
3. Immediately to the left of the door you came in through in
the executive lounge is a Scarab.
4. Immediately to the left of the door you came in through in
the dining car, between the wall and the kitchen, is a Scarab.
5. In the first passenger car, turn to the left just before
the door to the next one for the final Scarab, which had been
blocked from view before by a wall.
=Home for the Hominids=
Scarabs: 8
1. Early in the level you'll encounter three Hominids; one on
a platform, two on a raised ledge to the right. After getting
on the ledge, head back towards the start of the level for the
mission's first Scarab.
2. After the aforementioned ledge, you'll jump from an odd
structure made of circular segments to a roof. To your right
are two large pipes, with a Scarab visible on the other side.
Circle the building to the left until you reach the other
side of the pipes to collect it.
3. From the building mentioned above, follow a beam or pipe
to another, where a Scarab will be clearly visible to the
left of the red roofs.
4. When you come to the first walking wire after the red
roofs, ignore and walk past it for a Scarab surrounded by
four cans of Nectarola.
5. From the last Scarab, drop down to the right to a ledge
which holds another.
6. After the series of chimneys and beams, walk all the way
down to the end of the ledge/roof you're on to find a Scarab
on the right.
7. When you reach the long line of red walls you're required
to wall-walk on, do so on the right side, and at the end you'll
find a Scarab.
8. At the end of the stage you'll find a walkway, the left
side of which ends in the building with the strange symbol
above it. To the right is the final Scarab.
=Ka-Bloom!=
Scarabs: 4
1. In the first area of the greenhouse are large devices
that release a damaging spray of pollen. Past them, rather
than following the path to the center of the room, jump to
the platforms straight ahead for a Scarab.
2. At the end of the ledge with the control panel in the
first area, you'll find a Scarab.
3. In the second area, there's a Scarab hidden behind the
ramp on the floor.
4. After taking the wire to the central platform in the second
area, there will be a Scarab on a platform against the wall,
connected to where you are by wire.
=Fear Factory=
Scarabs: 9
1. In the first room, Robobugs will attack from the left
as you're crossing the crates floating on the Nectarola.
Floating in the air between the crates they're standing
on is the first Scarab.
2. In the next room, after activating the control panel,
turn around and jump back to the shipping containers to
find a Scarab, which had been blocked from view before.
3. In the next room, there's a Scarab behind the vat of
Nectarola straight ahead from the door.
4. In the same room, there's a raised walkway leading
to a door on the right. To the left, behind a yellowish
support column, is another Scarab.
5. In the room after the next one, drop to the floor,
where you'll find a Scarab under the suspended walkway.
6. In the same area, stay on the floor and walk all the
way to the other end of the room for a Scarab.
7. The next room is full of small platforms; take the
path to the left to reach a Scarab.
8. The next room has two paths- take the lower one,
then in the next room wall-walk to the left and cross
the pipe for another Scarab.
9. In the second-to-last room, you're required to
wall-walk to a control panel. On the platform right
before the sign you wall-walk on is the final Scarab.
=========================
Weapons +WP
================
As ten and a half of Insecticide's eighteen levels consist
of run-and-gun action, you should know the weapons at your
disposal. In the final third of the game, firearms will be
replaced with Chrys' own pheromonal abilities.
Firearms +Fms
===============
=The Pollinator=
The Pollinator is your default gun, and Chrys' weapon
of choice. Long-ranged and light on damage, it fills
the role held by 9mm pistols in most other games. As
it collects pollen from the air to form projectiles,
the Pollinator never needs to be reloaded.
-From the Case File-
Manufacturer: AgGrow Firearms.
Notes: Standard issue Troi PD firearm; I don't leave
home without it. Some of the other cops prefer heavier,
less modern side-arms, but I like it because it's light
and fast and never gets tired.
The department manual says the Pollinator is powered by
4 solar photovoltaic cells, with a backup 9 volt battery
and air cooled manifold. All I know is, thankfully, it
never runs out of juice.
Technical Specs: Continually extracts pollen from the air
to create highly-explosive refined pollen "donuts" (about
the only kind Roachy won't eat).
The Nectar Blaster functions like a shotgun, and is my
favorite weapon in the game. It fires blasts of hardened
nectar, and like a shotgun is only really effective at
close range. Nectar Blaster ammunition resembles a green
box with yellow spikes sticking out of it.
-From the Case File-
Manufacturer: Sweet & Kindle
Notes: I appropriated this piece of evidence from the
doorstep of one Jimmy "Stix" McGillicuddy, right after
he used it to shoot my partner. Roachy was ok though,
and Stix got away so there's no point in turning it
over to Chigger. Plus it kicks thorax at close range.
Technical Specs: Unloads a spray of hardened nectar;
good against groups of flyers. Not so good at long
distances, save this one for up-close-and-personal
sleuthing.
The Mold Spore Launcher is your best bet for safely taking
out large groups of enemies. The closest comparison I can
draw to it is an incendiary grenade; however, instead of
setting targets in the affected area aflame, it infects
them with deadly Mold Spores, which can be spread from one
to another. So long as the green mold splat is visible, it's
infectious. Mold Spore ammo appears as a green and silver,
somewhat isosceles trapezoid-shaped canister.
-From the Case File-
Manufacturer: Greensmere Industries.
Notes: Discovered in the Troi waterfront area; apparently
dropped by one of the Robobugs. I'll have to remember to
file a report on that, next time I'm in the Precinct.
Technical Specs: Launches explosive canisters which spread
infectious mold when they hit the floor. Infected victims
are also infectious, at least for the brief time they have
left. Good against groups of thugs.
Also spelled "Hista-mine", these proximity-activated
explosives are best suited for taking out enemy-spawning
structures, and can be used to set traps or function in
a fashion similar to Mold Spores, allowing you to eliminate
enemies while remaining behind cover. Histamines resemble
thick brown discs, with four spikes sticking out from the
sides and eight holes which release toxic pollen.
-From the Case File-
Manufacturer: Sinublast.
Notes: Mayor Bloombug commissioned these to deal with the
Hominid vagrant problem, but they were outlawed after a
backlash from unintended targets. Still available on the
black market from low-level arms dealers like Stix.
Technical Specs: Proximity triggered explosive device that
shoots a blast of toxic pollen. Causes a severe allergic
reaction in whoever comes in contact with it. Hominids or
Insect, they all swell up like balloons. Arm, throw, run!
Good against enemies under cover.
The Amberizer is a unique firearm, as it does little
to no damage. It's hard to say what traditional weapon
it's a parallel to, but the Amberizer's function is easy
enough to understand. It launches a globule of sticky amber,
which quickly hardens and immobilizes the target for a few
seconds. It seems to be based on Amber, Roachy's unique
pistol. Amberizer ammo is a basketball-size globe of amber.
-From the Case File-
Manufacturer: Jurassican.
Notes: Seems to be a heavy version of Roachy's unique
pistol. He's always been less than forthcoming about
its origin... I'll have to ask him what he knows about
this. Found downtown in the wreckage of a hijacked
Nectarola delivery truck.
Technical Specs: Shoots a rounded globule of amber that
envelopes and temporarily immobilizes the target; amber
is brittle and known to shatter.
TIP: Follow up quickly with a secondary attack, before
it wears off.
Damage: Low.
Range: Close.
Magazine Capacity: 15.
=The Nectar Cannon=
The Nectar Cannon is the favorite weapon of Hex, the
gadget-loving Wasp of Precinct 47's Insecticide division,
and with good reason. Similar in use to a rocket launcher,
it fires a stream of nectar that is lethal to almost all
normal enemies. Nectar Cannon ammunition takes the form
of a series of four flat pentagonal cartridges full of
yellow nectar, stacked on top of each other.
-From the Case File-
Manufacturer: Goldstream.
Notes: Hex tested one of these on Roachy... woulda killed a
lesser bug (but it did get Hex a 2 week suspension/vacation).
Not too many street thugs can afford a piece like this, or
afford to leave it lying in the street; gotta be carried by
someone pretty well funded.
Technical Specs: This heavy-duty weapon fires a lethal stream
of liquid nectar. Not much else to say about that, other than
"get outta the way."
Appliance Bugs are an odd sort of weapon, as they also
serve as enemies. Built by Hominids from scrap parts of
household appliances to serve as sentries, Appliance Bugs
will continue to spawn from their nest until it's destroyed.
Once an Appliance Bug has been disabled, it can be picked up
and used as a short-range laser pistol. Picking up additional
disabled bugs will reload your clip.
-From the Case File-
Manufacturer: Hominids, clearly! Plus I guess the original
appliance makers deserve some credit... HomniTelecomm,
BakersAide, and HouseMaster Appliances.
Notes: It's like an unholy marriage of watchdog and cake mixer.
Wish my appliances had this much enthusiasm.
Technical Specs: Patched together from various recycled
appliances and powered by a very single-minded intelligence,
these enemies may be picked up when stunned and fired like a
pistol until their ammo is depleted. These recharge in "nests"
and are deployed by Hominids as automated defenses. TIP: Taking
out a nest is the best insurance against future hassles.
Damage: Low.
Range: Close.
Magazine Capacity: 25.
Abilities +Abl
================
During the mission Revelation #9, Chrys meets a Hominid
scientist named Ozzy, who uses a gun-shaped instrument
to unlock something in her brain, allowing her to use
Pheromone-based hybrid abilities. Rather than requiring
you to pick up ammunition like firearms, the abilities
all use the same Pheromone meter, which will regenerate
with time, or can be instantly replenished by picking up
cans or kegs of Pheromones.
=Mind Blower=
The Mind Blower is unlike the other abilities in that it
doesn't give you control over the minds of your enemies,
but rather does physical damage to them with a concentrated
stream of Pheromones. The Mind Blower is similar in function
to the Nectar Cannon, but does less damage.
-From the Case File-
Manufacturer: I suppose I have Ozzy to thank for this
"ability", but it's not like he specifically outfitted
me with known powers... he just kind of combined DNA that
he thought would be cool and crossed his fingers.
Notes: When I grit me teeth and think about that irritating
whistling noise that comes out of Grubbs' nose when he eats,
this "power" just sort of... happens. Basically kills everything
in sight. I'm gonna have to watch out next time I see Grubbs,
though.
Damage: High.
Range: Far.
Pheromone Cost: Low.
=Brain-Freeze=
Brain-Freeze uses Pheromones to make enemies move, attack,
and react at one fourth of their normal speed for a short
period of time. Why its name is hyphenated and Mind Blower
isn't is one of the great mysteries of our time.
-From the Case File-
Manufacturer: Looks like another of my innate hybrid
"talents", although Ozzy's little probe gun flipped the
magnetic implant switch that was blocking this.
Notes: I concentrate on cold, and enemies freeze up.
Makes 'em move, shoot, and whatever else four times
slower for a period of time - kind of like Roachy before
his morning cup of coffee. Good for buying some extra
time to sort out my strategy.
Total Confusion is the game's most accurate portrayal
of how Pheromones work in the real world. When it hits
the targeted enemy, said enemy will turn on its comrades
for a short period of time.
-From the Case File-
Manufacturer: Yeah, like I said, I don't know who's
responsible, but I like it.
Notes: Causes enemies to turn on each other. Now that
I think about it, I might have been channeling this one
for years, considering some of the fights between Hex
and Grubbs at the precinct. And then there's Chigger's
screaming... maybe he's really a sweetheart. Or maybe not.
Cranial Combustion does just what it sounds like; it
makes your enemies' heads explode. It's Pheromone-based,
so it's unlikely that any actual combustion occurs.
-From the Case File-
Manufacturer: Same story, and I'm sticking to it.
Notes: I strain until my ears pop, and so do their heads.
This one takes a lot out of me, although not as much as
them, I suppose. Use it sparingly. Unless there's a room
full of criminals coming at you, of course, in which case
it's pretty effective. Did I mention their heads explode?
Preferrable against Robobugs, seeing as the head good stays
contained inside their helmets.
Damage: Lethal.
Range: Far.
Pheromone Cost: High.
Other Firearms +OF
====================
=Roachy's Pistol=
Roachy's pistol, which he calls Amber, is of unknown origin,
and seems to be unique. Chrys takes it from him at the end of
the game while he's under the influence of Quinbee's pheromones,
but having unlocked her own special abilities, doesn't use it.
-From the Case File-
Manufacturer: Jurassican Classic.
Notes: Roachy's carried "Amber" as long as I've known him.
Won't elaborate on how or where he got this unique weapon,
but it's pretty effective. Almost tailor made for slow-moving
Roachy, since it freezes enemies long enough for chubby to
catch up.
Technical Specs: Shoots a rounded globule of amber that
envelopes and temporarily immobilizes the target; amber
is brittle and known to shatter.
TIP: Follow up quickly with a secondary attack, before
it wears off.
Damage: Low.
Range: Close.
Magazine Capacity: 15.
=Beetle Buster=
There is currently little information available on
this weapon, as it is only mentioned in the case files
of Grubbs and The Javelins. The only time in the game it's
seen is during the Stick Up mission, where Stick Bugs show
it to be a relatively small, yet hard-hitting laser pistol.
The PC version of the game is called "Insecticide: Episode 1",
and Hex and Grubbs both seem to be pretty well-thought-out
for characters appearing in only a single level, so we'll
presumably see the Beetle Buster in future installments.
================
Walkthrough +WT
====================
Great Expectorations (Action) - +GE
=====================================
Sunday, 12:18 a.m.
Downtown Troi
Objective: Chase the arms buyer (Spit Bug).
Scarabs: 3
You'll start at the end of a short alley. Take note of the bottom
screen; the red and green bug in the center of the radar is you,
and the green marker is your objective. Below the radar is your
inventory, which at the moment holds nothing but The Pollinator (see
Firearms section). When you reach the end of the alley, Roachy will
tell you that he's going to be keeping in touch via the com-link
system. This just means that every so often he'll tell you what he's
doing, or give you advice. You don't have to read what he's saying if
you don't want to, but in combat sequences you'll be using cover a lot,
so it doesn't necessarily break the action. His input is often helpful,
or at least interesting.
Your suspect will take to the rooftops, so jump (B button) onto the
nearby crate, then onto the blue... building(?). When you jump onto
the green awning directly ahead, a Spit Bug will start spitting at
you. Wait until it gets close enough, then lock on to it (press the
A button). I recommend remaining on the awning and shooting (R button)
while jumping. Once it's gone down, follow the purple ramp forward and
to the right. Roachy will call in to tell you that you can do a double
jump by pressing B again while in the air.
Ahead (approximately one double jump away) are some round red platforms
on the side of a building. Take them to the roof, and you'll find a green
can spinning in place. This is Nectarola, the city of Troi's soft drink of
choice, and your health recovery item. If you took damage from the conflict
with the Spit Bug, grab the can (you'll consume it automatically); if not,
you won't be able to pick it up. Don't worry about saving it for later,
this is a short level, and there's Nectarola everywhere in the action
stages. Also, there's no punishment for falling to your death, and it
completely refills your health meter.
Take the ramp on the left side of the roof down to another Spit Bug
encounter. If you take damage, you can go back for the Nectarola, if
you really want to. Follow the red platforms to the roof, where you'll
find more Spit Bugs. Jump to the roof they were attacking you from, but
instead of following the perp, jump on the red platforms directly ahead
to get your first Golden Scarab. There are several of these bugs hidden
in each action level, and they will increase your health meter. Okay,
now you can get back to the chase.
Jump down onto the billboard with the Nectarola can on it, the down
to the roof. You can jump onto the red platforms, but if you turn to
the right you'll see several ledges, leading to another Scarab. Whether
or not you get it (oh come on, just get it), when you hit the first red
platform some Spit Bugs will spawn ahead of you and to the right. They
seem pretty far away, but you can lock on to both of them. When you get
off of the last platform, more Spit Bugs will spawn. This, however, is
your first chance to use cover. Lock on to one of them, then hide behind
the corner. After it attacks, press left to hop (Chrys hops when you're
locked on to something) from behind the cover, fire off a shot, then hop
back. Once you've dispatched them, collect the Scarab that's hiding behind
the nearby crate, then jump into the circular opening your arms buyer went
through. There are a few more enemies in here, and you'll have a chance
to practice shooting from cover on all of them. Once you're outside again,
follow the red platforms to the walkway (which is slightly lower than the
last platform), then to the arena-looking structure. You'll be given a
new objective: Take out the rest of the armed Spit Bugs to break through.
These guys are a bit more dangerous than the ones you've seen thus far, as
they're dual-wielding pistols that shoot a concentrated stream of nectar.
Utilize the available cover, double jump over nectar streams when necessary,
and grab Nectarola if you need to. Finish them all off to end the mission.
=====================================
The Soda Bomber (Investigation) - +TSB
========================================
Saturday, 5:18 p.m.
Precinct 47, Insecticide Division
Objective: Bring the case board up to date.
We've moved back in time seven hours, to find out what lead up to
Chrys chasing the Spit Bug and squaring off with a Nectarola truck.
Chigger, the chief of police, will rant about the case board having
none of the new data in the Soda Bomber case. It's your goal to gather
all of the missing data. Take note of the bottom screen again; where
the radar was before, you now have a large blank area that will display
the things you're investigating. The slots below that will now be used
to hold evidence.
Turn around to find a desk covered in coffee cups, donuts, and empty
Chinese takeout boxes. It, like everything else you can investigate,
has a magnifying glass over it- press the A button for a closer look
at this collection of cop cliches. The desk will appear on the bottom
screen; use your stylus to poke at anything that looks interesting.
Specifically, you can collect a donut from the box, and coffee from the
pot. Poke the pot once to make coffee, and a second time to take it. You
can poke each piece of evidence in your inventory for more information on
it... I recommend you do this to everything. Press the X button, or poke
the on-screen X icon, to stop investigating the desk.
From Chrys' desk, which is the next one in line, collect the Case
File and the tape recorder. You can now access the Case File at any
time from the pause menu, which contains all of the information you've
gathered on characters, firearms, suspects, and evidence. I recommend
checking for new information in it at the beginning of every stage, and
whenever you pick up a new weapon. The next desk is Roachy's, but he can't
be bothered to remember where he left the Witness List on an empty stomach.
Open his desk drawer to find the bottle of semi-dairy imitation-like coffee
creamer product. Talk to Roachy, then use your stylus to drag the donut onto
his picture. Do the same with the coffee, then the creamer, and he'll give
you the Witness List. The next two desks have nothing of interest on them
(read: can't be investigated), so check out the Case Board. The Witness
List goes in the top-right corner.
Talk to Grubbs, the big purple rhino beetle standing next to the
tv, and he'll make you help him write a rhyming report. It doesn't
really matter which words you choose, but if you want his report to
make at least a little sense, choose Posies, Tough, Stubble, Farthermost,
Shattering, Arresting, Dinky, and Verse. Bomb site photos in hand, move
on to Hex's desk. He's actually sitting on the Bombing Diagram, but is
too busy to listen to what you have to say. Drag the coffee pot to the
cup on his desk to fill it, then snatch the diagram when he jumps up.
Upon inspection, Chrys will recognize a symbol on it and pull out an
old photograph, bearing the same symbol, which will be added to your
inventory.
Finally, go to the holding cell in the center of the room, and talk to
the Hominid. Drag the tape recorder onto him to get his statement, which
is pretty useless, but yields one thing of importance- the name Artie.
You can go and talk to Chief Chigger if you want, but you don't have
to. Return to the Case Board and put everything where it belongs to
end the mission.
There's been a murder in the Nectarola company! Quinbee, the company
chair, has requested Roachy by name, as they were both involved in a
case in the past. You can talk to Roachy, Quinbee and Cecil as much
as you want, but I'll only be covering what's necessary to proceed.
I recommend exploring every line of conversation and inspecting every
piece of evidence, but if you get stuck, read on. Start by talking to
Roachy. Once he's given you your objective, investigatethe scene of the
crime. Collect the script from Buzzbee's left hand and the nearby sandbag,
then inspect the script to get the paper clip. Inspect the paper clip to
unbend it, then head behind the stage. Ask the Beebot there to move, then
talk to Cecil, the large bee standing a few feet away. Have him move it to
either the right or left, then take a bow. Investigate the Beebot to get the
turnkey, then go up the stairs it had been blocking. At the top, you'll find
a locked box. Try to pick the lock with the unbent paper clip, then use the
resulting metal rod to dismantle the box's hinges. Collect the knife, then
follow the catwalk to the front of the stage. Cut the rope, go down to the
stage, grab the wing tip, and investigate the crime scene again. Use the
turnkey on the Beebot, then talk to Roachy to end the mission.
Arms dealer Jimmy "Stix" McGillicuddy is on the run, and we're not done
questioning him. Immediately in front of the stoop you're standing on is
a new weapon- The Nectar Blaster (see Firearms section). Essentially the
game's shotgun, it's fatal at close range, but probably won't even hit your
target from a distance. Unlike your Pollinator, the Nectar Blaster requires
ammunition, which appears on-screen in the form of yellow boxes with green
spikes on the corners. To switch between weapons, press the Y button.
As soon as you step away from the stoop, a couple of Stix' cronies
will start shooting you with their Beetle Busters. It's fairly easy to
avoid- just jump around the shots, then use your double jump to close the
distance and fire off a shot in the Stick Bug's face. I'm only recommending
this because you're in a wide open space; you should always use cover when
you can. Go up the ramp by the large truck and dispatch the bug there, then
hop onto the truck and the following platforms. If you want to eliminate all
enemies in the stage, stay on the ground and walk past the truck, as two
stick bugs will spawn behind you.
Either way, from the platform step onto the wires. Don't worry
about falling off, if you go too far to one side Chrys will auto-correct.
Don't jump unless it's necessary, as you can fall off doing this. When
you reach the split in the wire, go to the right; the one on the left
leads to a brick wall. It's the same thing at the next split. When you
reach the platform at the end of the wire, a couple of Stick Bugs will
be waiting for you. Deal with them, then hop on the next wire and go
through the window you saw Stix use. Take out the bug here and collect
the Nectar Blaster ammo if you need it. Before leaving the room, turn
left at the exit for this stage's first Scarab. As soon as you leave
the room, another enemy will start shooting at you from the left. Deal
with him, and get the Scarab on the platform next to his. Return to where
you were when he started blasting you, then jump onto the slanted roof
directly ahead, which holds another bug. Jump onto the platform with the
rail going around it, then onto the pale pink triangle where wires meet.
You have to make your way across the wires here, while every so often a
cable car will pass by underneath, which you must jump over. I recommend
moving to the far wire, as the cars are coming from the direction you're
going, meaning you'll see them long before you have to jump. Get off at
the railed platform at the other end of the tracks, then mount the ramp
directly ahead. There will be an enemy waiting for you, and another soon
after. Once you've dealt with them, the path through the second half of
the level will be to the left. However, there's another Scarab (and a
spawning enemy) on a platform to the right.
The next area is full of crates, and the floor (roof? where are
we by now, anyway?) is full of holes. Take out the spawning enemies,
then proceed to the next area, with is full of bugs and chain link
fences. The fences are actually cover, and neither you nor your enemies
can shoot through them. Go through one of the openings on the left to
find a small walkway with a Scarab on it, then go to the end of the room
and out onto another similar walkway (this one sporting a bug) to get to
the next area. Two bugs should immediately start shooting at you- there's
a Scarab right next to the one on the left. Use the crates to jump to the
upper area, then work your way past the swinging red cranes. On the left,
you'll see some platforms sticking out of the wall. As Roachy said, it's
too far to jump to the last platform, which has a Scarab on it, so you'll
have to wall-walk. Areas where you're able to wall-walk are denoted by
large, usually cream or yellow-colored signs. To wall-walk, just move
toward the sign while in the air. A Stick Bug will sometimes spawn around
the next corner, but whether enemies will spawn, and sometimes whether
they'll stick around when you leave the area, seems to be hit-and-miss.
Anyway, when you step into the next area, you'll be attacked from the
left. Dispatch the bug, then turn to the right to find another Scarab
two platforms away. Go back to the left, and when you reach the end of
the downward-sloping ramp, jump to the blue platform below. Be wary,
though, as a bug will spawn as soon as you jump. Cross the wire, blast
the bug that appears, jump down to the truck, then down to the ground.
Take out the bugs that shoot at you, grab the final Scarab from behind
the shipping containers, and confront Stix to end the mission.
=========================
Histamine Field (Investigation) - +HF
=======================================
Stix claims that he wasn't involved in Buzzbee's murder, but that
the guy he sold the Histamines to would be at a diner at around eleven.
Why does this even count as its own mission?
=======================================
Bug Day Afternoon (Investigation) - +BDA
==========================================
Saturday, 10:51 p.m.
The Dewdrop Trough
Objective: Find Stix' Buyer.
The buyer you're looking for is someone who had to have been here
last night. Talk to Millie, the snail running the cash register, to
learn that the receipts from last night are sitting on the empty table
by the exit. Examine the counter in front of her for the contest forms
and pencils, then go talk to the customers. You can check out what's on
their tables and interrogate them on where they were last night, but all
you're required to do is give them the contest forms. Either way, once
you've distributed the forms go have a chat with Millie. When you're done
with that, collect the forms by looking at each customer's table, then
place them next to the receipts on the table by the door. Poke the forms
and receipts to shuffle through them, until you find a match- Artie
Phlegming. Yes, the same Artie that the Hominid said "has to go" earlier.
Talk to the Spit Bug at the middle table. After the cut scene, talk to
him again, and drag the cake onto his picture to end the mission.
Hmm, that objective looks familiar... and we're less than an hour
away from the chase at the beginning of the game! As you step onto
the walkway, a Robobug will spawn up ahead and may start shooting
at you. It's easier to kill it from here, and as you may be able to
tell from its attacks the Nectar Blaster isn't that great at a distance,
so use the Pollinator. Use the shipping containers in the next area as
cover while taking out the enemies, grab the Scarab behind the building,
then go to where the first Robobug was. Here you'll find a Nectarola Keg,
which replenishes quite a bit more health than the cans do, and the path
to the next area.
Here, you'll have to jump across crates floating in the water.
As soon as you land on the first one, you'll encounter a new type
of enemy; Mechsquitos, flying robotic bugs that usually travel in
groups of three. The best way to take them out is with the Nectar
Blaster, as trying to take them out one-by-one gives them time to get
a few shots in at you. Make your way across the rest of thecrates, then
eliminate the Robobugs and grab the Scarab that's behind the stack of
crates. Climb the crates, get rid of the Robobug on the ramp, and collect
your new weapon: The Mold Spore Launcher (see Firearms section). This is
the closest thing this game has to incendiary grenades. Rather than catch
fire, your enemies will become moldy, which slowly kills them as they
infect others nearby. Its ammunition is a green capsule which you've
probably seen an enemy drop by now.
Enter the building ahead, then follow the ramp you're shown.
You'll immediately have a chance to use your new Mold Spore Launcher,
as most of the Robobugs below won't notice you. Once you've cleared the
area, go past the shipping containers straight ahead of the end of the
ramp and turn to the left for a Scarab. An enemy will spawn behind you,
so duck behind the corner and take it out with your weapon of choice.
Walk to the end of the line of shipping containers, and turn right.
Walk to building with the containers next to it, disposing of the
Robobug, then use your Pollinator on the one on the far pier. Wall-walk
to where it was, jump across the platforms to where the missing lever
is, then make your way back to the dockyard office, watching out for
any enemies that may have spawned.
Now that the route into the ship is clear, hop onto the wooden
platform to the right of the building, blast the Mechsquitos, and
tightrope your way to the ship. Jump across the ledges until you
reach the opening with yellow lamps, and go in. Two Robobugs will
be waiting for you (one is far away, Pollinate it), and more will
spawn once you hit the ground. Jump onto the catwalk and use the
control panel to lower a shipping container (there will sometimes
be a Robobug on it), which you can you to reach the next area.
Watch out, as there will be a Robobug right around the corner.
On top of the ship, make your way to the red ramp, killing the
enemies in your way. Don't go up the ramp, however; go to the
right and take out the two Robobugs, so they won't shoot you while
you're trying to get past the cranes. As soon as you're on the red
walkway, Mechsquitos will attack, which will happen again when you
get to the wire. Right by the last crane on the red walkway, hop
down to the blue/gray floor on the right and get the last Scarab,
behind the large shipping container that sticks out more. As soon
as you get off the wire, more Mechsquitos will ambush you. To the
left of the warehouse is nothing but a Robobug and some Mold Spore
ammo, so go on in. Inside are some crates, enemies.. you know the drill.
As soon as you step out the other side Mechsquitos will attack, so have
your Nectar Blaster ready. In the next warehouse, use the control panel
on the right to drop a crate on the Robobugs blocking your path, then
approach Artie to end the mission.
Sunday, 12:54 a.m.
Lyme Square
Objective: Clean up the downtown Robobug infestation.
Scarabs: 4
We're finally caught up to the present! Up ahead you'll see
a spinning spikey thing by a large blue plastic container (a
port-a-potty..?). This is the latest addition to your steadily
growing arsenal, the Histamine (see Firearms section). The game's
proximity mines, these work best on groups of enemies and things
that require a lot of hits. You'll also need them to blow up the
green manholes, which will continue to spawn Robobugs until you do
so. Leave the cover of your bulletproof toilet and hide behind the
car directly in front of it, where you'll find another weapon- The
Nectar Canon (see Firearms section). The buggy equivalent of a rocket
launcher, it fires a stream of nectar which is lethal to normal enemies.
Its ammo looks like four pointy yellow discs stuck together.
Take out the three manholes, then the two that appear when
you try to proceed through the level. Next to the overturned
Nectarola truck, you'll find yet another new weapon- The Amberizer
(see Firearms section). Insecticide's take on a stunning weapon, it
shoots globules of amber that will temporarily freeze your enemies.
It doesn't do any damage, but it will allow you to get close enough
for a fatal blaster or cannon shot. Amber ammo resembles a large yellow
globe. Straight ahead, past the Robobug, is a control panel, but you can't
do anything to it yet. Between the truck and the wall it's next to you'll
find a Scarab, and by a wall on the other side of the truck you'll find
another. Once you've eliminated the last Robobug, it will drop a level,
and a weaponized spider crane will appear. Grab the lever and take it to
the control panel, then go through the gate that opened. Grab the Scarab
on the left, then jump onto the ledge and go up the ramp. Follow the wire
to the lamp and break it, ignoring the spider crane- it can shoot you, but
not knock you off the wire. Walk along the balcony at the end of the wire,
then jump onto the roof to the right for the last Scarab. Jump back down
to the balcony, then jump to and break the second lamp. Follow the wires
to the control panel, breaking the third lamp along the way, and activate
it to end the mission.
Monday, 5:19 p.m.
Nectarola Pollen Express
Objective: Get into the Caboose to find the "secret cargo."
Quinbee's requested that you escort her train, for some reason.
Talk to her until she gets a phone call and kicks you out, then
ask Roachy how to listen to what she's saying through the door.
Go into the dining car and steal the floral hydrate and teacup
from the doctor's table. You could get the water glass from the
counter across from the kitchen, but it won't work as a listening
device anyway, so skip it. Show the teacup to the Beebot in the
kitchen to have it filled with tea, then add the floral hydrate
and give it to the doctor. Steal his stethoscope and use it on
the door to Quinbee's car.
Return to the dining car and take the envelope and small blue
vial, then examine the notebook that was under the envelope.
Go to the car past the kitchen and check the door, then use
the envelope on the fertilizer bag and add the luciferase to
the envelope. Get some charcoal from the kitchen's brazier,
then take your newly made bomb to the candelabra on the table
across from the doctor's. Examine the box on Quinbee's desk
to end the mission.
Monday, 6:28 p.m.
Nectarola Pollen Express
Objective: Chase the kidnappers towards the front of the train.
Scarabs: 5
Quinbee and Roachy have been kidnapped by Robobugs! They're
being taken to the front of the train up on the roof, so you
should do the same through the interior. First, though, turn
to your right for a Scarab, th
First, though, turn
to your right for a Scarab, then get another from the caboose
behind you, which is guarded by a single Robobug. You won't be
able to double jump in this stage, since the ceiling is so low.
In the executive lounge car (the one with the plants and nice
benches), the third Scarab is to the immediate left of the door.
This car also holds two Robobugs, and a some Mold Spore and Blaster
ammo; you'll probably be using these weapons a lot, but almost every
car is littered with ammo, so don't worry about having to come back.
The fourth Scarab is immediately to the left when you enter the
dining car; after grabbing it, spore the Robobugs, and duck into
the kitchen for cover. In the meeting car, you'll encounter a new
enemy- a tiny robot (less than half the size of a Nectarola can)
that climbs walls, called an Appliance Bug. No matter how many
times you shoot them, you'll remain locked on... this is because
they can't be destroyed. Once you've shot one, it will become a
weapon, which you can pick up and use as a short-range laser pistol
(see Firearms section). You can pick up additional bugs for ammo.
Appliance Bugs will continuously be spawned by their nest, which
doesn't attack, but can absorb more shots than any normal enemy. It
will go down with with a well-placed Histamine or two. I recommend
Hisatamines, because they'll also eliminate any Appliance Bugs near
the nest. Spore the enemies in the passenger car, then turn left before
the door for the last Scarab. Be careful in the next car, as when you try
to enter after taking down the first two bugs more will spawn.
From here on out we'll be going through freight cars. The first one
has two Robobugs, and some holes in the floor. The first bug is close
enough to be spored, but the second one is pretty far away, so it's
easiest to use the Nectar Canon. The next freight car contains an
Appliance Bug nest and a large moving container of pollen that you'll
have to get around, and the one after that has holes in the floor, a
moving pollen container, and three Robobugs. Approach the door on the
far side of the car to end the mission.
=================================
Home for the Hominids (Action) - +HH
======================================
Tuesday, 8:14 p.m.
Hominid City
Objective: Get into the building under the mysterious sign.
Scarabs: 8
In her investigation, Chrys has somehow found a Hominid city,
built down in the sewers under Troi. Chief Chigger's taken all
of your weapons, so for the time being you're limited to your
close-rannge kick attack. Jump to the platform, then choose a
path; the platform to the left, or the ramp to the right. They
both hold an Appliance Bug nest and a can of Nectarola, and both
eventually lead to the same path, but I recommend going to the
left, as you'll encounter less of the stage's primary enemy-
Hominids. You're provided with plenty of Appliance Bugs to use as
weapons, but the Hominids use bugspray guns with such a long range
that if you're able to target them, they can hit you. The easiest
way to take them out is to get in close and use a combination of
weapon fire and kick attacks, as your close range and speed will
make it difficult for them to orient and attack.
When the two paths converege, you'll be faced with a couple of
Hominids, followed by some platforming. Watch out for Appliance
Bugs, then make your way up the platform on the right, which will
cause Hominids to spawn. Jump to the platform ahead for the first,
being wary of sprays from above (they CAN hit you), then to the ledge
for the other two. On the ledge, turn back the way you came and walk
all the way to the end (a nest will appear along the way) for your
first Scarab. More Hominids will have spawned behind you, so deal with
them and go all the way back to the other end of the ledge you're on.
Jump to the circular structures to the right, then the roof to the left
(a nest will spawn). To your right are two large pipes, and if you jump
you can see a Scarab beyond them; circle the building to the left,
watching out for Hominids, until you get to the other side of the pipes.
Collect the Scarab, then jump onto the roof directly behind you.
Don't bother with the roof to the left, unless you need ammo or
Nectarola, or want to fight Mechsquitos; instead, jump on the beam to
the right, grab the Scarab on the left at the end, and begin climbing
the red roofs. Hominids and Appliance Bug nests will spawn along the
way. When you reach the top roof, proceed to the brown area to the left,
taking out any Hominids that show up. Ignore the walking wire and stay
on your current path for a Scarab, then drop down to the ledge below
for another. Follow the path back to the roofs (Hominids and Appliance
Bug nests will appear), then continue to the walking wire you saw
before and cross it.
On the other side, eliminate the Appliance Bug nest if you want, then
begin jumping across the roofs to the left. On the last one, Mechsquitos
will appear, so deal with them and cross the walking wire. On the other
end you'll find a series of chimneys and beams- follow them to the next
roof, carefully taking out the Mechsquitos that appear along the way. On
the roof, grab some Appliance Bugs if you need them, then walk all the
way to the left for a Scarab. Turn around and hop on the beam on the right
(a Hominid may have spawned behind you), and follow it to the circular
platform, where another Hominid may be waiting. There's a long red wall
extending from this platform; get on the right side of it and wall-walk
to the next platform, then do it again for a Scarab. Wall-walk once more,
then round the end of the wall on the last platform and drop to the ledge
below. Jump to the long platform ahead, which holds Hominids and a nest,
and continue to the walking wire on the other end. It can be difficult
to mount this wire, as it's at an angle- don't try to match its angle,
as this will usually cause you to fall. Instead, approach it as if it's
going in the same direction as the platform. Some Hominids will be waiting
on the circular platform ahead.
Make your way up the roofs, fighting Hominids if necessary, then wall-walk
to one last platform. Jump to the Hominid-bearing walkway and take a right
for your last Scarab, then walk to the other end and approach the door to
end the mission.
Tuesday, 9:32 p.m.
Laboratory, Hominid City
Objective: Question the Hominid scientist.
We're in! Go down the ramp and show your photo to the old Hominid on the
stepladder, then go into the room behind you (the ladder will automatically
be added to your inventory). take the Primordial Glooze from the lab bench,
and apply it to the three security cameras. The first is positioned above
a doorway in the room you're current in, and the second is at the end of
the hall the first camera was guarding. For the third, return to Ozzy,
the scientist, then walk to the right. The camera is on a wall under the
platform you started on. After applying the Glooze, talk to Ozzy to end
the investigation portion of the mission.
Tuesday, sometime after 9:32 p.m.
Laboratory, Hominid City
Objective: Wipe out the Hominid Security Forces.
Scarabs: 0
It's hard to say what Ozzy did, but it awoke some latent abilities
in Chrys, so it doesn't really matter. The first thing you'll notice
is that there's now a blue meter under your health- this is your
Pheromone gauge. You should also notice that there are Nectarola
and Pheromone kegs nearby, but don't be fooled; your Pheromones
will naturally replenish themselves if you give them a chance. The
first slot in your inventory is now home to the Mind Blower (see
Abilities section), which is virtually the same as the Nectar Canon,
but does less damage. It requires only a small amount of Pheromones
to use. The second slot holds the Brain-Freeze (see Abilities section),
which does no damage but will make your enemies move, attack and react
at one fourth their normal speed. Its Pheromone cost is slightly higher
than the Mind Blower's.
Now that you're acquainted with Chrys' new abilities, let's give them
a test drive. There are some Hominids in the hall, which will usually
go down with two shots. They have bug spray, and more will spawn as you
get closer to the door, so duck back into the chemistry lab for Nectarola
and Pheromones if you need them. Approach the door to end the mission.
==============================
I, Robobug (Investigation) +IR
================================
Tuesday, 10:15 p.m.
Nectarola Training Facility
Objective: Investigate the Pollen Fields facility.
Well this is a nice twist! You're in a Robobug training facility,
with some great, campy waiting room music playing over the intercom.
You don't get any special abilities as a Robobug, but if this were an
action sequence you'd probably only have a Nectar Blaster and, when the
game glitches, a shaky jump. Walk past the vacuuming Robobug and examine
the door on the left, then enter the maintenance room at the end of the
hall. Look at the table on the left, then grab the snips when the Robobug
sets them down and use them to cut its hydraulics. Do the same to the
Robobug on the other side of the room, and take the Eye Socket Wrench it's
holding. Use the wrench on the empty Robobug suit on the middle table to
exchange eyes with it, then go back out into the hall and activate the
eye-scanning device next to the door you checked out earlier. You may have
noticed the blue objects on the ground in the hallway; you don't need to
pick one up, as there will be more in the next room.
After the presentation, go back into the hall and pick up the vacuum
cleaner, then go back into the training room and climb the stairs to
where the Hominid that was speaking is standing. Enter the messaging
center through the doorway on the left and take a message from the
trash can, grab a blue cartridge from the pile on the floor, and examine
thevacuum tubes at the far end of the room. There's an unlimited number
of messages in the trash, and you can send a message to any department,
but the tube for the Foreman's Office is the only one we need. Put the
message in the cartridge, then put your encapsulated distraction in the
second tube from the right to find that it's blocked. Only four inventory
slots are shown at a time, so if you got the cartridge out in the hall,
followed by the snips, wrench, and vacuum, it will be impossible to put
the message in it. If you've done this, just send the empty cartridge to
a random department and grab another from the pile. Use the vacuum cleaner
to clear the blockage from the tube to the Foreman's Office, then send him
your message and return to the training room. The office is on the other
side of the stage you're standing on; sneak in and look at the papers on
the desk to end the mission.
================================
Ka-Bloom! (Action) +KB
========================
Tuesday, 11:03 p.m.
Nectarola Pollen Fields Greenhouse
Objective: Get to the top of the greenhouse.
Scarabs: 4
It's kind of hard to focus on what Chrys is saying while you're being
fired upon, but the gist is that she ejected from her Robobug suit and
found a map of the facility showing that the top of the greenhouse you're
in connects to the loading dock. She intends to steal a truck, to what
end I don't know... she doesn't even know where to look for Roachy.
Anyway, take out the Robobugs and head up the ramp, where you'll come
under fire from a new enemy- Beebots! They will usually remain stationary
and use their eye cannons on you from a distance. Like the Mechsquitos,
their attacks are hard to dodge due to their position, and they go
down with two shots.
Ahead is a series of devices that release a damaging spray of pollen.
If you're good at double jumping, get on the first one and use them
as platforms; if not, carefully time your passage under them. Another
Beebot will attack from far off as soon as you get to the first sprayer,
so dodge its shots and wait for it to come closer. After the sprayers,
continue straight for a Scarab, then take out the Robobugs that spawned
behind you and proceed to the center of the chamber. Climb the leaf
platforms, taking care of a Beebot along the way. If you want to avoid
all that, turn to the left when you get to the ramp with the sprayers
and jump onto the yellow vent in the wall, then onto the platform with
the control panel and Scarab. In either case, you can jump to the lower
part of the ramp and wall-walk across the gap, or you can just double
jump to the higher part. A trio of Robobugs will spawn around the lift
to the next area; the best way to avoid death here is to Brain-Freeze
at least one of them. If you need Nectarola, there's a can on the leaves
nearby, and a keg in the next area.
After taking the blue lift to the pollen harvesting chamber, get
rid of the Robobugs and collect the Scarab behind the ramp. Beebots
will ambush you on the ramp, so blow their minds and continue across
the wire. Be wary on the next platform, though, as a Robobug will spawn
in the middle of the room and start shooting, which can make it difficult
to get on the wire. If you want to avoid that, jump onto the pollen tank
near the beginning of the ramp (it has a Pheromone can on it), then onto
the central platform. There's a Scarab on a nearby platform, connected
by wires; the easiest way to get it is to jump to the leaf above you,
then to the platform with the Scarab, the next platform, then take the
wire back to the central platform. This way, you only have to use one
wire instead of three, and you can avoid the Robobug that would otherwise
spawn on the leaf.
Jump up the leaves to the platform with the Robobugs, then step onto
the conveyor belt. The crates being transported by the belt will do a huge
amount of damage, so be careful when jumping over them. A few Beebots will
attack you on your way up, so keep an eye on the crates while you return
fire. At the end (beginning?) of the conveyor belt, ascend the leaves, take
out the Robobug, and step into the lift to the next area.
You know the drill... blast the Robobugs, climb the leaves, shoot down the
Beebots. They spawn pretty far away, so if you want to make it easy, return
to the ground level and wait for them to come to you. In the center of this
chamber is what appears to be a large spinning fan of some sort. Make your
way up the ramp, jumping over the fan "blades" (they're able to kill you in
as little as two hits), and ignore the Beebot that appears. Once you're on
the platform at the end, wait for the "blades" to stop spinning, then climb
the leaves and deal with the Beebots. Next up are more of the horizontal
pollen sprayers, and more Beebots. I would bo back to the leaves for the
latter, as from where you are when they spawn they're almost impossible to
hit. After the sprayers, take the lift to the final area of the greenhouse.
Here, you'll find one of the only bosses in the game, the Harvester.
It uses its pollen extractors as a machine gun-like weapon, and will also
use them to pull you towards it, though this does no damage. If you get too
close to it, it will attack with its front legs. At several points around
the room are Pheromone kegs, and there are two small observation platforms
with Nectarola kegs on them on either side of the room. In the center of the
room are four pollen chutes which the Harvester would normally attach its
extractors to; use them as cover from its shots. The Harvester will fire off
five to thirty rounds, then start sucking pollen out of the air. Take this
opportunity to hit it with a Brain-Freeze, then wait for it to start
concentrating the pollen it just collected into bullets. When it does
this, its leg joints will become vulnerable, so lock on to one, hit it
twice then return to the cover in the center of the room. Once you've taken
out all four leg joints, it will start attacking with optical laser blasts,
a super-charged version of the weapon installed in Beebots. Lock on to its
eye, and wait for an opening- this will come after it's fired two shots,
and is just long enough for you to jump, shoot, and land. Drain its health
bar to end the mission.
========================
Soda City (Investigation) +SC
===============================
Wednesday, 4:16 a.m.
Nectarola Factory, North Wing
Objective: Find Roachy.
Chrys managed to steal a truck (what, no driving level?), and five hours
after starting her ascent of the greenhouse, has made it into the factory.
Don't bother going into the door in front of you, as there's a Beebot
blocking your path. Instead, turn around and investigate the crumbs on
the path to the left. Now you can go through the green door, then into
the storage room on the right. Examine the boxes on the left to get the
Nectarola(TM) Mintoids, then go check out the vertical control panel next
to the path with the crumbs. Take the control box and key, then place your
box of Mintoids in the hopper. Go down the only remaining path and climb
into the CO2 Stack, then activate the control box with the key to create
a makeshift elevator. Talk to Roachy to end the mission.
===============================
Fear Factory (Action) +FF
===========================
Wednesday, 4:43 a.m.
Nectarola Factory, Main Bldg.
Objective: Fight through the factory to get to Quinbee's office.
Scarabs: 9
After a revelation (#10?) about Chrys' past from Ozzy, you'll receive
two new abilities. The first is Total Confusion (see Abilities section),
which does no damage but will cause any enemies it hits to turn on each
other. It uses up quite a bit of Pheromones, so use it sparingly. Your
other new ability is Cranial Combustion (see Abilities section), which
does exactly what you would expect- it causes your enemies' heads to
explode. It has the longest range of the hybrid abilities, and as you
can imagine, the highest Pheromone cost.
You'll find yourself in a large room flooded with Manchurian Cherry
Nectarola. Take out the Beebots, then make your way across the floating
crates. There will be two Robobugs and a Scarab on the left; if you want,
you can test Total Confusion on one of them, but make sure to eliminate
it before it comes to its senses. After dealing with the Robobugs in the
next room, use the "hard work" sign to wall-walk to the stack of shipping
containers, getting rid of the Beebots that attack. Wall-walk to the
platform with the control panel and activate it (which will cause more
Beebots to spawn), then jump back to the containers, where you'll find
a Scarab that was out of view before. Proceed to the next room, where
you'll find another Scarab behind the Nectarola vat straight ahead. A
few Robobugs will spawn around the room; after dealing with them, approach
the raised walkway on the other side of the room, which will cause Beebots
to spawn. There's yet another Scarab behind the yellowish support column
on the left.
Enter the next area through the door on the raised walkway to find two
paths with horizontal pollen sprayers. They lead to the same place, but
the right path has a Robobug which is difficult to hit, and taking the
left will cause two Beebots to spawn. Return to the last room for Nectarola
if you need it, or if you don't want to deal with the Robobug- due to a
spawning glitch, leaving the room may make it disappear. Continue to the
next room, where you'll find a walkway with vertical sprayers and Beebots.
First though, drop to the ground for a Scarab, then head to the other end
of the room for another. Robobugs will spawn in the center of the room when
you first drop down, and again when you get the second Scarab. Return to
the catwalk and make your way to the control panel. The spawning glitch
will probably have made the Beebots disappear. If you don't want to risk
the sprayers (falling from this height will kill you), double jump to the
platforms behind them. When you get to the control panel, a Robobug will
appear by the door to the next area.
You're now in the room you started in, albeit higher up. Take care of
the Beebots and platform your way to the Scarab, then drop down to the
platform on the right. A Robobug will have spawned on a walkway on the
far side of the room; ignore it and go through the door. There are two
paths through this room- the one with the wall-walking signs leads directly
to Quinbee's office, but we have Scarabs to collect, so take the lower path
and watch out for Robobugs. In the next room, eliminate the Robobugs, then
wall-walk across the sign to the left of the door you came through. Deal
with the Beebots that spawn, then walk across the beam to the Scarab. Jump
to the platform on the right, then down to the door. This room holds some
and two control panels. One of them does nothing, while the other will drop
the floor out from under one of the Robobugs that will spawn on this side
of the room. Go through the door and blast the Robobugs, then collect the
final Scarab and wall-walk to a control panel, which will unlock the door
in the opposite corner of the room. Go through it, then through the only
door you can reach in that room, to end the mission.
===========================
Call Me Honey! (Action) +CMH
==============================
Quinbee's controlling Roachy with Pheromones! The easiest way to deal
with him is to stay between the table and the stage, and to shoot him
while jumping to avoid his shots. His custom gun uses the same kind of
ammunition as the Amberizer, so if you get hit you'll be frozen for a
few seconds. Once you've dealt with him, it will be time for a showdown
with Quinbee on the roof. Make your way to the helipad, which will serve
as an arena, to begin the battle. The arena is lined with Pheromone kegs,
and there are two Nectarola kegs on either side of the path back to
Quinbee's office. Both types of kegs will regenerate when you're not
looking, making an unlimited supply.
Quinbee has four attacks, the first two of which are sprays of
concentrated Pheromones- a green one that does damage, and a blue
one that reverses your controls. Next is a a yellow burst of Pheromones
that will summon two drones, which will remain near the Nectarola kegs
and fire Nectar Blasters at you. They'll fire on Quinbee if you confuse
them, but after only a few seconds she'll hit them with her strongest
attack, a red burst of Pheromones similar to your Cranial Combustion, a
direct hit from which will knock off two thirds of your health. Fight her
by locking on, circling the arena, blasting her with the Mind Blower, and
jumping to avoid her attacks. When you see her start to use red Pheromones,
disengage the lock and run. Drain her health bar to end the mission.
==============================
An Explosion of Cherry Flavor! (Action) +ECF
==============================================
Wednesday, 5:40 a.m.
Nectarola Factory, Main Bldg.
Objective: Disarm the bombs.
Scarabs: 0
Hominids have rigged the factory with bombs, and with the entire place
full of the explosive Manchurian Cherry Nectarola, the explosion would
probably take out half of Troi. There are ten bombs set to go off in six
minutes, so let's get right to it. Go through the door and clear out the
Robobugs, then deactivate the big red bomb in the middle of the platform.
Wall-walk to the next bomb, take out the Mechsquito that spawns behind you,
then make your way to the door that has the cans and a spawning Robobug in
front of it (the other door is locked). Continue through the next several
rooms, disarming bombs as you come across them, until you come to the room
with three Mechsquitos. Wall-walk to the next bomb, then jump to the catwalk
for two more. Eliminate the Robobug that spawns behind you, then go through
the door labeled Enter for the last bomb. Well, the tenth bomb, anyway- it
turns out that there's one more! Proceed to the next room and dispose of the
Robobug. Remember the control panel to the right that you didn't use during
Fear Factory? Activate it to open the doors ahead, then go through them to
end the mission, and the game.
==============================================
====================
Glitches and Oddities +GaO
===============================
The DS version of Insecticide may have been push out
the door a little too early, as it contains a few minor
glitches. If you find a glitch or abnormality not listed
here, please let me know (see Contact Info).
=Enemy Spawning Glitch=
Sometimes, an enemy you're expecting to see will fail to
spawn, or will spawn in an unexpected way/place. Enemy
generators aside, a preset number of enemies should appear
when you reach a certain area, but this isn't as consistent
as it shoud be. This may be caused by an error in the script
that reads your proximity to the enemy spawn point.
=Disappearing Enemy Glitch=
Possibly tied to the Enemy Spawning Glitch, this is when an
enemy that had previously been seen in an area disappears.
When you leave an area inhabited by enemies, they should
remain in that area for you to come back and kill. However,
in order to run smoothly, whenever you leave an area all
objects in it are unloaded from the operating memory, even
enemies. Enemies use a different code to spawn than object
such as Nectarola cans, and aren't set to respawn when a
previously visited area is revisited, so are essentialy
killed without it being counted.
=Reappearing Scarab Glitch=
This one may also be tied to how the game stores objects.
When you die in the game, several things happen. You're
warped to your last safe position, enemies respawn, any
enemies that were on screen when you died are lost to the
ether, your health and Pheromone meters are refilled, and
you lose any Scarabs collected in that area... sometimes.
You'll keep Scarabs from previous areas, but sometimes
Scarabs from the current area will have to be grabbed
again. Even seeing them is hit-and-miss; sometimes you'll
have to get the Scarab again for it to be counted, other
times you won't.
=Jumping Robobug Glitch=
I'm not sure what could cause this glitch, but it
clearly has something to do with the vertical distance
that Robobugs are able to detect you from. When you're
within a Robobug's aggro radius, but are too far above
or below it on the Z axis, its programming will tell it
to attack you, but it will be unable to orient on your
position. This will result in it performing a kind of
glitchy jump, straight up and down in place with its arms
raised. What I think is happening is that it's accessing
its "escape" script, which causes ground enemies to jump
backwards when they get stuck on something (see "The Escape
Script" below). The difference here is that they're not
actually stuck on anything, the glitch can occur in a
wide open area. I'm not sure why they would access this
script when they can't reach you; maybe they're actually
accessing some left over code from an earlier build of
the game, in which Robobugs could jump to where you are.
=Pregnable Partitions Glitch=
This is a very basic glitch, and is common in early/simple
polygonal games. If you stand too close to a wall, you may
sustain damage from the other side. It's most prevalent in
the fight with the Harvester in Ka-Bloom!, as you're under
fire from a weapon similar to a chaingun, and the partitions
you have to use as cover are low. Because of this, you try
to get as close to them as possible to avoid getting hit...
which, of course, gets you shot more than you would otherwise.
=Animation Quirk=
When you pause the game, as you would expect, the action
stops. Well, most of it does, anyway. Enemies stop moving,
ammo stops spinning... so nothing's moving, right? ..Not
quite. If you look closely at animated textures, you'll
see that when paused, their animation is still running.
This is because unlike the models of enemies and objects,
animated textures don't move through the game environment,
they just show a cycle of images. Crackpot (the game's
developers) must have used a code that freezes all movement,
but not 2D animations. You can see this effect most easily
through the windows of the Pollen Express in the missions
Honey Train and Railroad Typhoon
=That's No Conveyor Belt=
At one point in the mission Ka-Bloom!, you'll find a
conveyor belt transporting crates of fertilizer to the
bottom of the greenhouse. I happened to pause while on
the belt, and noticed that it was still moving- the
Animation Quirk. A thought then occured. If the belt
used an animated texture, did that mean it wasn't really
moving? Sure enough, when I unpaused and remained where
I was, nothing happened. The crates kept moving, but
Chrys didn't. The conveyor belt was just a walkway with
moving boxes on top of it.
=The Escape Script=
As mentioned above, there's a script that's executed
when an enemy gets stuck on a solid object, which will
cause it to jump backwards. If you want to see it in
action, load Pier Pressure and enter the area with
shipping containers, staying to the right. Walk past
the stack of four, then hide behind the short right
side of the two stacked immediately after. Look around
the corner at the Robobug next to the four stacked
shipping containers. It will take three steps foward,
then, since the second and third steps were against
the containers and it didn't move, it will execute
the code and jump backwards, only to take three steps
forward and repeat the process indefinitely. There
are two reasons the script is executed; when the
enemy take two steps against against an object, and
when it's stuck. If you take out the one we just
watched and the other nearby, you'll have the chance
to watch the other two, one of which almost always
gets stuck on a shipping container, so will jump
back.. and get stuck on a low fence. It will jump
forward again, only to get stuck on the container
again. It's kind of entertaining, actually.
If you have any questions about Insecticide
that you don't see here, please send me an
email (see Contact Info below) and I'll be
sure to get back to you as soon as I can.
Q: Where can I buy Insecticide?
A: In theory, it can be bought anywhere video
games are sold. The stock of used games in
stores like GameStop can vary, even from day
to day, so you may want to look online.
Another option is to look at a retail store
like Wal*Mart, which tend to quickly move
games that don't sell well to the clearance
aisle. I found Insecticide in the bargin bin
at Toys 'R Us for $9.98 USD.
Q: How much does it cost?
A: The MSRP is currently set at $29.99 USD, but
GameStop has it for $19.99. As mentioned above,
I found it at Toys 'R Us for $9.98, and you may
be able to find it on clearance.
Q: Is it worth buying?
A: This is a matter of opinion, of course, but as
an owner of this game, my opinion is... maybe.
I don't think it's worth the thirty dollar price
tag, but it's definitely worth the ten I paid.
There are much better DS games you could spend
your money on, but if you can find it for cheap
or are a member of a game rental service such as
GameFly, I recommend giving it a shot. You may
not be as satisfied with it as I am, though, as
writing this guide has squeezed a lot more play
time out of the game than most people will see.
Q: What's up with the enemy count after missions?
A: This number actually isn't a count of every
enemy lurking in a particular mission, it's the
number of enemies you've encountered in that
particular instance. Due to spawning glitches
and things such as nests that generate enemies,
the number will vary from play to play on the
same mission. There is no reward or benefit to
be gained by taking out every enemy in any given
mission, as the game only displays this number to
you; it doesn't actually record it.
Q: I killed all of the enemies! Why does the enemy
count at the end of the mission say I didn't?
A: Every time you encounter an enemy, your enemy
count goes up by one. If you don't eliminate
the enemy, die in any way, or it disappears
due to a spawning glitch, you'll be forced to
restart the mission if you want to destroy
every enemy.
Q: What do Scarabs do?
A: Scarabs increase your health meter bit by bit,
and are hidden throughout all but the shortest
of action sequences. Aside from increasing your
health, the game doesn't seem to record how many
you've collected past the results screen at the
end of a mission. For a list of every Scarab in
the game, see the Scarab Locations section.
Q: Help! I can't put the message in the blue
canister in the "I, Robobug" mission!
A: This is a rare occurance, but it can happen.
If you get the canister, then the snips, wrench
and vacuum before getting the message, it will
be impossible to put the message in the canister.
If this should happen to you, either send the
empty canister to a random department and get
a new one, or try to send the empty canister to
the Foreman's Office, then use the vacuum to clear
that tube; the vacuum will be discarded, and you
will be able to put the message in the canister.
====================================
Contact Info +CI
=====================
If you have any questions, comments, or would like
to contribute, you should contact me via email at
ChesuMori@gmail.com. I delete spam indiscriminately,
so if your email provider is known to be blocked by
spam filters, I may not see your message. I always
enjoy getting feedback, especially if it enables me
to add content to this FAQ!
Do the walkthroughs have to be completely original, written for the contest? The rules in this post say that they have to be your own work, and ideally complete walkthroughs, but not whether they can be something you've written in the past. #walkthrough
Katamari Damacy:
This game has a very simple control system: roll around. When you're unsure of where to go, roll around. When you're aiming to go somewhere in particular, roll there. When you are running out of time, roll faster. When you can't stop playing for ninety-six-hours because of strangely enticing gameplay and you slip into a pleasure-induced, inebriation-like coma, be sure someone rolls you over.
@mintycrys is HOT for Bayonetta: Thanks, I know it's a pretty crappy attempt at a haiku but for some reason I like the pared down nature of the form, so much in so little.
The blue blur runs on,
If he stopped he would see,
how he's far from good.
Whoops, bugger, that should have read,
"If he just stopped he would see"
I'm afraid that's more to do with my dreadful typing skills than my Brummie accent. #walkthrough
Shadow Complex Guide for the Xbox 360
Chair Entertainment, Epic Games
Guide written by Big Bob
Email: ImBigBob@gmail.com
------------------------------------------------------------------------------
What is Shadow Complex?
If you're reading this guide you probably don't need an explanation, but I'll
give one anyway. Shadow Complex was created by Chair Entertainment and
published by Epic Games. The game is a downloadable game exclusive for the
Xbox Live Arcade. The playstyle of the game is similar to 2D platform games
like Super Metroid and Castlevania: Symphony of the Night. Additionally, the
game's storyline ties into Orson Scott Card's Novel, "Empire". The game is
priced at 1200 Microsoft Points ($15 in real money). Personally, I think it's
an excellent game, which is why I wrote this walkthrough for it. Enjoy!
-This is the main gameplay mode of Shadow Complex. The vast majority of the
guide will walk you through the game, telling you where you need to go, what
items you can get, and how to get through the game
Proving Grounds
-The Proving Grounds are a series of short levels testing the skills you've
obtained throughout the game. They grade you based on time. I recommend that
you don't play these until you've beaten the Main Adventure. For completing
every challenge, you get an Achievement. Unfortunately, there's no Master
Challenge for getting platinum medals on each level.
In the first section of the game, you do not play as Jason Bailey. Instead,
you play as Colonel Dallas, suped up with all his gear. This section is
short-lived, but it gives you an opportunity to play with the control scheme
before getting into the actual game. Let's see what he can do:
BASIC CONTROLS:
Left Control Stick - Move
-Move your character left and right with the left control stick. He will
automatically aim in the direction he is facing.
Right Control Stick - Aim
-Point the control stick in the direction you want to shoot to aim in that
direction. If there are enemies in the background, press up to aim at them.
Enemies in the foreground, press down to aim. Aiming is important, but it's
not something that comes easily. Fortunately, you'll have plenty of time to
practice before getting into real fights
A - Jump
-A simple jump. Press A again to double-jump. If you jump against the wall,
the character will stick to it for a moment, and you can press A again to jump
off the wall, giving you even more air. Also, if you jump onto the side of a
cliff or railing, your character will hang onto it. To climb up, press up.
To do a quick climb, Press Up and A simultaneously.
B - Action
-Stand next to a soldier to punch him, killing him instantly. Punch 5 soldiers
to get an achievement. Other than that, the button is used for context-
sensitive actions.
X - Run
-Normally, your character will walk around, but if you hold the X button, he
will run. There's no downside to running, unless you intend to be cautious in
an area. Also, while you can't do it in this area, if you run in one direction
long enough without stopping, you will activate your hyper boost and be able to
break certain walls
Y - Reload
-Reloads your weapon so you have a full clip again. Simple enough. Ammo's
infinite in this game, so don't worry about that.
RT - Fire Primary Weapon (your gun)
-You press the button and the peoples fall down. Depending on what gun you
have, you can either hold down the button to fire continuously, or press it
repeatedly to fire individual shots quickly. Destroys yellow surfaces.
RB - Fire Special Weapon
-You have four different special weapons:
Grenades (travels in an arc and explodes after a short time, destroys green
surfaces)
Foam Gun (Freezes enemies for a short time, destroys vents, and creates
platforms on solid surfaces, destroys purple objects)
Missles (travels in a straight line and explodes, destroys red surfaces)
Hook (fire at a wall to hang from it or stick to it. While hanging from a
surface you may aim elsewhere and use the hook again. I don't know how it
works either)
LT - Crouch
-While crouching you can access vents and other small areas. Also helps if
you're taking cover
LB - Turn Flashlight On or Off
-Use the flashlight to light up dark rooms and see secret passages. The
battery will run out after a while, but it recharges quickly, so don't worry
about it.
D-Pad - Select Special Weapon
-Press left or right on the D-pad to change your special weapon.
Additionally, as you play the game, you will gain experience points and be able
to level up. When you level up, you'll gain a bit more stamina or accuracy.
These changes are really small and minor, but every 10 levels you'll gain a
much better power. At 10, you'll gain an additional 100 hit points. At 20,
you'll be able to see the entire map. 30, infinite foam packs, 40, grenades,
and 50, missles. Your level carries over between games, so if you ever want to
do any of the difficult challenges, I suggest you level up first (and one of
the achievements is getting to level 50, so you might as well go for it).
Alright! Now that that's done with, let's get on with the game. Practice the
control scheme a bit, and when you're ready, run to the right. You have a lot
of Health, so don't worry about getting shot. Just kill all the soldiers on
screen (including on the upper floors and in the background). Shortly, a
helicopter will appear and begin shooting you. Just return fire, maybe
shooting some missles its way as well, and it'll go down in no time. For
destroying the helicopter you get 15 achievement points. You'll see a
cutscene. Afterwards you'll be in the REAL game.
Immediately you'll notice that you don't have any of the enhancements that you
did in the last scene. You can't even wall-jump over the rock on your left,
or grab onto ledges. However, you do have your flashlight. Go to the right
and follow the path in the caves (it's straightforward). You'll eventually
come to Claire's backpack and gear. This allows you wall jump and hang off
of ledges. Go to the right and climb up the wall on the left side of the
screen. Run and jump across the gap and continue on. The door is locked, so
drop into the gap and watch the scene. Afterwards, go through the door and
walk into the first save point. As you pass the terminal, you'll acquire the
map of the first area. Continue to the left, and as Jason says, run to avoid
the camera from seeing you. Though if it does, the door just locks; nothing
else. Walk back and try again. Go down the stairs and ladder and drop into
the available hole. Jump up and climb into the vents. Jump up again.
You'll see a yellow vent; just ignore it for now and follow the path. When you
get to the top, you'll see a cutscene and obtain the pistol.
Immediately a turret will appear on the ceiling on the right. Kill it. Rather
than going through the door, go left back into the vents. Go down for a while,
skipping the first vent, and shoot the second vent you see. Inside the room is
a HEALTH PACK. Now, go left, down, and right, back into the room you were in
before. Now, there are two options: shoot the vent on the wall, or shoot the
vent on the floor. Unless you want to get into a heavy firefight this early in
the game, I recommend the top vent. Follow the path to the right, dropping
into the gap to see the room if you wish, but continue through the ceiling
route. When you get out, you'll see a Bomba directly beneath you. Jump to the
right, kill it, then climb up the ladder and access the next save point. Drop
down and access the map on the wall.
Head to the right and get on the elevator. Press down to make it go down.
Continue to the right and melee the soldier you see, to avoid alerting the
guard in the background. Swim across the surface of the water. There's
nothing in the room to the right yet except some enemies that will shoot you as
soon as they see you. Instead, aim at the guy in the background and kill him,
then shoot the bomba on the wall. Climb up in the caverns and follow the path.
Don't shoot the barrels unless you want them to explode. By the way, Bombas
explode too, so don't stand under this next one when you kill it. Climb up the
ladders, and shoot the Bomba over the soldier's head. It'll drop and kill the
guy, and get you the "Look Out!" achievement. Access the next save room.
Walk to the right and get a free HEALTH PACK. Yay. Shoot the enemies in this
next room, then drop down the long gap. Walk to your left and you'll see a
locked door. Jump and go into the passageway above it, killing the Bomba.
Drop into the room and you'll find a GRENADE PACK. To place a grenade rather
than throwing it, crouch and hit the special weapon button. However, instead
of blowing up the door, throw the grenade into the darkness on the left side of
the room. Head over into that area you just blew up and you'll find a hole in
the floor (if you don't, try throwing another grenade). Go to your left and
wall jump up the caverns to get a PASS KEY. Go back the way you came, and...
oh crap. Boss Fight!
There's a place to take cover in the middle of this area. Wait for it to stop
firing, then jump and toss a few grenades its way. If you hit the underbelly,
you'll do a ton of damage. Your pistol will do damage as well, just not as
much. After it takes some damage, the machine will walk forward and lunge at
you; retreat into the grenade room to avoid it (and stock up while you're
there). It won't fire on you in this position, but you should still be
careful. Keep throwing grenades at it and dodge its fire and you'll beat it in
no time.
*******************************************************************************
As Jason says, "Go back and grab some of the stuff you missed". Now that you
have grenades, more areas are available to you. I won't make you go way, way
out of your way to grab a rather unimportant item, but I will point out simple
or easily missable ones for you. For now though, go back through the last save
room and place a grenade in the area on the ceiling. You'll find a GRENADE
PACK. Keep going right until you find a locked door on the ledge. Crouch and
lay a grenade to blow open the door. Keep going right and access the map.
Continue right two screens and kill the guards in this room. Purple rooms are
locked to you at this point. Climb up and go to the right, into the caverns.
Crawl through the hole on the right, then climb up the left ledges. Jump to
the gap on the other side of the wall to find a GRENADE PACK. Go back to the
right and climb up the right ledge. Lay a grenade to blow up the rocks, then
fall through the hole. Now, dive through the water, keeping X held down to
swim faster. Take a breather when you can, and continue right. Climb up the
cavern, go a screen to the left, killing the guard along the way, and left
again to get to a save point. If you want, you can keep traveling left, using
some tricky jumps and carefully killing guards to get back to your jeep. Press
B in front of the jeep to get a joke ending. You do get a Master Challenge for
the joke ending, but no achievements.
Head to the right, taking out the guard and jumping across the gap. Continue
right for a few screens until you see a cutscene. Boss fight!
Take out the two soldiers in front of you as quickly as you can, then crouch
behind the crate to avoid taking damage from the boss's turret. It might be
some distance away from you at this point, so when it stops firing, get in
front of the crate and toss some grenades its way. In my experience, once you
get it hurt with grenades, it's powerless to stop you, so just keep them
coming.
*******************************************************************************
Blow open the vent next to the crate and jump down. On the left ledge is an
easy GRENADE PACK. Travel to the right and climb up a bunch of ladders,
ignoring the bunch of boulders blocking the path. Getting on the ledge for the
ladders is a little odd, but keep trying. Kill the guard when you get to the
top. Destroy the next group of soldiers using the ancient Chinese secret
called "exploding barrels". Drop down the path and head left. Swim through
the cavern to get a HEALTH PACK. Head back to the right, killing a guard and a
Bomba along the way. When you get to the lake, dive right in. Very quickly, a
helicoptor will start shooting you, and there's nothing you can do about it.
Try swimming underwater part of the time to avoid its bullets. When you're on
land again, climb over the cottage and enter it from the right to get health
and grenade reloads. Then, do some more swimming and enter the forest on the
right side of the lake. Drop into the cavern. Enter the save room on the
right if you want, then go back into the previous room and kill the Bomba on
the floor. Crawl into the space it came from. Destroy the vent opening and
crawl through, then wait for the guard to turn his back. Kill him and the
other guards. Access the map on the right side of the room, then take the
ladder up. You'll see a cutscene, then get a new gun: the WSMP50 Compact.
Head right to the save room and kill the guard, climb up the ladder, and
continue on. This room's a huge friggin' firefight; be careful, take cover
when necessary, and use your grenades wisely. Blow up the Devastator with your
grenades. Carefully maneuver up the room in order to pick off the last two
soldiers. The platform in the top right of the room contains a GRENADE PACK.
Go into the next room on the right and kill the guards. The ladder up leads to
a dead end for now, so let's go down instead. Kill the guard, ignore the power
up in the ceiling, and head left. Kill the next guard, get in the elevator,
and go down. Kill the guards on either side of you, and head left. There's a
vent on the right you can break, but ignore it for now. In the next room, you
can either carefully dodge the security camera's vision, or just shoot all the
turrets. Your choice. Head to the next room for my favorite cutscene in the
game.
Head left and shoot the vent in the floor. Go down the ladder and enter the
door in the bottom right corner. Shoot open the vent, and swim through the
water and climb up the ladder. Take out the guy at the turret, then press B to
take the turret yourself. Use the right control stick to aim and the right
trigger to fire. Just keep firing; there's no need to worry about overheating.
Look all over the room, making sure to get every last soldier as they pour out
of each section of the room. Get rid of the big guy with the minigun first.
Once they're all gone, press B again to get out of the minigun and continue
right. Save if you want, though I caution you: if you die before the next save
point, all the enemies in the room will respawn, and you won't be able to
minigun them to death. If that happens, take out a few quick soldiers, jump
down and blow up the green vent as quickly as you can. Might take a few tries.
Anyway, drop down the hole, jump out of the water onto the floor on the right,
then drop down several stories into more water. Swim down to get a GOLD BAR.
Head left and drop down into the hole in between the flooring and the cavern.
Go to the left, underneath the big guy with the minigun, and climb up the
ladder. Jump to the right, fall onto the elevator, then press up to go up.
Kill the new type of Bombas as you go to your left; try to shoot the energy
blasts they fire at you. You'll also encounter a foam gun Bomba; their shots
won't hurt you, but you will be frozen for a brief period. When you get to the
end, drop down and head into the save room on the right. Go a screen to the
right, kill the soldier, then wall jump off the right wall in order to get the
GRENADE PACK in the ceiling.
Head to the left and grab the elevator from the bottom, and go up. On the way
up, you'll see a ledge on the right. Grab and crawl through the space, then
break the crates on the platform in order to grab a GRENADE PACK. Wall jump up
the passage, or drop onto the top of the elevator and go up; doesn't matter.
Go to the right and kill the soldier. Make that soldiers. Head into the
darkness on the top right, killing the Bomba in the passage you want to crawl
through. Follow the path and use grenades to kill the minigun soldier, as well
as dispatching the Bomba and normal soldier. Continue through the vents on the
left and drop into the save point. Health doesn't respawn in this room when
you die, so if you're low on health, this may be troublesome for you. Melee
the soldier in the first screen, quickly shoot the two soldiers in the second,
and jump on the ladder and go down. Shoot the soldiers and continue on. In
the next room it might be best to just run right past them all. Shoot the
soldiers at the stairs and lay a grenade to get through the door. As you
continue on, you'll get a new gun, the WSM400AI Carbine. Grenade the door and
move on.
Carefully kill the several soldiers in the next room and take the ladder up.
Climb the stairs, blow up the turrets in the background, and enter the elevator
and go down. Head left to the save point. Run through the rooms to your left,
killing the guards along the way. When you get to the next room, stop, and
take a good look around before you continue; this'll be a doozy. Look for
enemies on the upper level in the background and shoot them first to get them
out of the way. Now, as this point you should have two main enemies; a turret
sticking to the bottom of a platform, and a grunt with a missle launcher. The
turret will shoot energy blasts at you; you can shoot these and they'll
disappear. If you stand directly behind the box, you'll be fine, but if you
jump, you'll be vulnerable. And jumping is the only way to fight these things.
If a missle gets shot at the ceiling above you, the splash damage will hurt
you, so be careful. Jump repeatedly and aim at the turret first; your gun's
auto-aim should take care of it (though it might focus on the soldier, so try
to work the kinks out). Next aim at the soldier, and try using a few grenades
along with your bullets; they'll help. Once everything is dead, move on. Some
more soldiers will appear on the right side of the room; shoot them if you
want, but you can just ignore them. Enter the room to the left on the top
floor; this will give you a good angle to shoot all the enemies. When you're
done, move on.
Run left and jump across the gap, and enter the room. Access the map terminal.
Go left again for a save. Shoot the vent on the floor in the room and crawl
through it to find a GRENADE PACK. Run back to the right and drop in the gap
in the floor. Go to the right and turn the valve; water will start pouring in.
If you want that GRENADE PACK at this point, you're going to have to take some
damage. When the water pours in, wait by the valve as the water rises; when it
gets to the grenade pack, a piece of the ceiling will open and you can access
it. You're guaranteed to damage some damage by doing this, and if you're not a
proficient enough swimmer, you'll die. If you don't think you can do it, just
ignore it for now. Anyway, swim up to a safe spot. If you're on the left (and
you probably are), dive back down and swim to the right and up; you'll see
another area to breathe in. Kill the guy, and climb up the right wall. Follow
the path to get a GRENADE PACK. Go back down. The next part's kind of tough,
so if you want to save, climb through the vent on the left, follow the path up,
and turn the valve to move the water back down. Yeah, it takes a while. When
you're ready, use the water to swim up the left side of the room. Lay a
grenade and walk through the door.
Instead of shooting the guy, drop onto the floor and aim left into the green
vent. If you shoot a grenade into here, the guy will light on fire. Move
left. You can shoot another grenade in this room, but you're better off taking
cover behind the boxes and just shooting all the soldiers that appear. When
you're done, head left, and jump behind the boxes to find a GRENADE PACK.
Shoot the vent in the ceiling and follow the path into the caverns. Head left
until you get to a save point. When you're ready, pull the lever next to the
elevator to head down. Go right and pull another lever to make a mine cart
appear. Drop onto the tracks and head right to find a GRENADE PACK. Now, jump
in the mine cart and press B to go. You're gonna go fast and the mine cart's
gonna fly across the gap, though you're gonna have to jump at the right time in
order to make it all the way across. Head left, melee the guy next to the
sandbags, and stand beside them as you kill all the soldiers in the room. Keep
going left, and grenade the vent on the floor by the door. Drop in it and
continue left. Keep your flashlight on here; what you want to do is stay right
below the soldier as he heads back and forth. When you make it to the middle,
open the hatch, but don't head up until you know both of the guards are looking
away. If they see you, you're going to have to hide until they think it's safe
again. Jump into the vent on the ceiling to the left, and continue on, staying
in line with the guard so you don't get zapped. Once you're through, go to the
left, jump over the gap and get to the save room. Now drop through the gap to
get the CLD THRUST PACK (aka, Double Jump)! Woo!
Double Jump to get out of the room, and save again. Use the double jump on the
right side of the room. Crawl through the gap on the right and follow the
path. When you get to a group of soldiers, be careful before moving on; some
of them aren't easy to see. Climb up the walkway to find a GRENADE PACK. Head
right and drop into the room that you were in a moment ago. Head right. When
you get to the ledge, double jump up and kill the soldier. Jump across the
room and climb the ladder. Fun fact: if you hold X while climbing a ladder,
your pack will boost you up quickly. Turn your flashlight on, and point it at
the hole in the wall on the right. Kill the Bomba when it comes out, and crawl
through, heading right. You'll get to a dead end, but point up and you'll see
the path to take. Keep climbing up, and when you get to the purple vent, head
right and shoot the soldiers below you. Head into the save room. Leave, and
drop down and head right. Crawl under the first platform and melee the guy.
Immediately a nearby soldier will attach to the ceiling and start shooting at
you and dropping grenades next to you. Take him out with good old bullets, but
this is a tough fight, so you may have to retry a few times. Kill the last guy
in the room. Continue right, killing the bombas if you please, into another
save room. In the next room, kill the soldier on the first floor, and fire a
few blind bullets upward to hopefully kill another guy. Activate the console,
and shoot the yellow pipe to make the room flood. As the water rises, keep
shooting the yellow pipes to release more water. Climb onto the right platform
to shoot the guy in the upper left. Keep heading up and travel right. Kill
the soldier and access the map. Next room has full health and ammo. There's a
huge firefight in this next room, and if health gets too low, just head back
for more. Head right and up, killing all the soldiers along the way. The door
to the left is locked, so instead head up the stairs into the upper room and
drop into the vent. Crouch, and follow the path to the left.
Drop out of the vent, head up the stairs (by jumping on them, of course), and
access a hole in the upper left side of the room to get a GRENADE PACK. Get
out of the room, and this time jump on the vents on the ceiling, shoot the vent
on the wall, and head through it. Drop down, kill the guy, and kill all the
enemies you see. More will appear in the background. Jump on the light and
onto the platform to the left. Kill the enemies in the background, shoot the
vent in the wall, and head through. Go into the save room, head left, and drop
to the bottom of the elevator shaft. Head left. Boss fight! (and head to the
very left and crouch for a GOLD BAR)
*******************************************************************************
BOSS: Thing that shoots missles and doesn't like water
...I don't know it's name. Anyway, this sequence is pretty simple. The enemy
only has one attack; it aims a laser at you, and a couple of seconds later it
shoots missles in that direction. Stay out of the laser's line of sight and
you should be fine. To continue, shoot the yellow pipe on the floor, and water
will burst out. Once again, shoot each yellow pipe as the water rises.
Though, this time the pipes are spread further apart, and you'll probably have
to make a few jumps in order to hit them. All. Just keep shooting pipes and
dodging missles, and you should be fine. The vulnerability of the pipes is a
little odd, too; try to hit various parts of it to ensure it gets hit in the
right place. When the water rises to the top of the room, the boss will sink,
and the ceiling will open for you to climb through.
*******************************************************************************
Head left. Shoot guys. Shoot guys in background. Climb into the vent on the
top left corner of room and drop down. Enter the save room and continue
through. Kill the guys however you please. At the end, drop down and swim
under the structure, to the right. Careful of the camera's focus as you get
out of the water; if you're spotted, you're going to have to kill some turrets.
Grenade the door to get the SCHCA MASK (Scuba mask). Instead of walking out,
jump behind the shelves into the water, and to the right you'll find a PASSKEY.
Exit the room to the left, swim under the structure, and climb up. Some
enemies are now shooting you. Shoot them, and head right into the save room.
Go right, grenade the floor, and drop through, swimming down and under.
Careful of the guy with the minigun when you get up. Head right, and swim all
the way down. Go into the elevator shaft, and swim all the way up to the save
point. Head right, and have a standoff with the guy with the missle launcher.
Kill him, and jump across to the right side of the room. Drop into the vent to
find an ARMOR UPGRADE. Climb out and dive into the water. Head right and
shoot the vent on the left side of the next room to find a GRENADE PACK. Head
down through all the rooms you came through to get here, witnessing the
destruction you created. There's nothing to shoot, so just follow the path.
After the save room, the speed of the water will increase, and you'll be very
suddenly dropped into a fightfight, but you should be able to handle it. Drop
down back into the caverns, and save if you want.
Once again, pull the lever to make the crane drop. Head left and dive into the
lake. Cavern to the left contains a PASSKEY. Swim down, down, down, and when
you get to the bottom, swim left. Climb up and shoot the vent in the upper
left. Head through, and crawl through the passageway. Take out the two
soldiers and the Bomba in the next room. Grab onto that thing on the ceiling.
When it heads to the right and stops, just hold right and Jason will jump onto
the ladder. Feels clunky, I know. Climb up the ladder, and grenade the wall
on the right. Head through to get a GRENADE PACK. Now head left, access the
map, and head left some more to get to a save point. Oh gee, Claire wants you
to save the world. Yay!
This next room is big. Kill the couple of enemies, and jump on the platforms
above the furnace. When you see the group of soldiers, send a grenade their
way to kill them all at once. Drop down to your left, careful not to fall into
the furnace. Keep going and kill the two soldiers. Grenade the vent in the
floor and drop in. Once on the conveyor belt, crouch, and go a couple screens
to the left. Jump on the ladder to not die from the furnace. Careful when
you're climbing up; you'll be spotting. Kill the enemies quickly. Climb up to
the top of the shaft and go into the save room. Now head to the right, grenade
the vent, and follow it back to the manufacturing room. Climb onto one of the
boxes being moved across the room, and shoot the enemies as you pass them.
Jump onto the platform before the box goes into the furnace. Leap across the
large gap to the right. Head into the save room a couple rooms to the right.
Go left, climb up the ladder, shoot the vent, and go through. Be ready for a
firefight as soon as you leave the vent. When the room's cleared, crawl under
the platform, head left, grenade the vent, and get the GRENADE PACK. Head back
and go on top of the platform now. Go left and kill the guys in the next room.
Shoot a grenade through the hole at the door. Climb up onto the right side,
and take out all the soldiers. Now, jump across to the left, kill the soldiers
in the area, and jump down the ladder. Head right for a PASSKEY. Head back
up, and go left to the save point. Shoot the vent in the ceiling and crawl
through.
Shoot the next vent, and be careful when you jump up; there's fire. Time your
movements so you don't get burned, shoot the vent, and head up and left. A big
furnace with soldiers in it. Kill them all and jump over the fire, heading
left. Drop down and enter the save point below you. Head left and drop down,
and immediately take out the turrets on the ceiling behind you, as well as the
couple of guards on the other side of the gap. Jump across and run into the
center of the next room. A hatch on the floor will lock, and your only option
is to grab the turret on the platform above and start shooting at everything in
sight. This encounter's a little different from your last one. You shoot
missles instead of machine gun fire, so you're going to have to be more
accurate and steady with your shots. Start by aiming at the three strong
soldiers in the back of the room that are shooting missles back at you. Once
they're dead, look on the right side of the room for some more turrets and
shoot them. Same for the left side of the room. Try to pick off some of the
grunts while you're at it. Soon after, a couple of doors in the back of the
room will open, and giant robots will come out from the two doors on the end.
Shoot them. Finally, some turrets on the ground in the center, and a couple
more giant robots on the floor above them. When the encounter is over, leave
the turret and head into the hatch that opens on the floor.
Climb down the ladder, taking the time to shoot the vent on the left, which has
a GOLD BAR in it. When you drop into the next room, head onto the conveyor
belt on the lower level. As soon as you see a box come out from the belt, jump
over it and run to the next room. Shoot the vent and follow the path. Kill
the soldier in the next room and head on, dropping down a long path into a save
point. The right door is locked, so head left. In this room, be careful not
to get squashed by the pistons. When you drop down, kill the soldiers around
you, and head left to get the FOAM PACK! Use the D-Pad to switch to the foam
gun, and use it to blow open the vent on the floor, revealing an easy FOAM
PACK. Head back to the pistons. For the six pistons (three on top, three on
bottom), shoot a foam blast into the pipe, which will cause the piston to clog.
Getting all six will halt production in the factory, as well as unseal the save
door. Now that you have the foam gun, you can open purple doors on the map.
To do so, just shoot a piece of foam at the light fixture above the door. Head
right through the foam door, and shoot the two turrets on the ceiling. Drop
down and kill the strong soldier on your left. Left is a dead end for now, so
go right a bit and jump up through the two stacks of boxes (Bomba!). Head up,
kill the two guys around you, and get onto the platform. Kill the strong
soldier to your left. Now, when this platform gets to the top, aim straight
down and hit it with a foam gun blast, then crouch and lay a grenade (and get
off so you don't get hurt). This will blow open the green vent in the ceiling.
It may take a few tries, so keep trying. In the above room, open the purple
door to your left to find a FOAM PACK. Head right and drop into the vent, and
climb down the ladder. Below is a quick moving platform; nail it with a foam
shot. When it's stopped, jump onto it, then go to the right and in an alcove
you'll find a GOLD BAR. Careful not to fall into the furnace. Climb up the
ladder and head into the room on the right.
Melee the first guy you see. You've been in this room before; head right and
up into another save point. Now that you have the foam gun, open the purple
door and head into the next room. This room's big, but don't worry; there's no
firefight. Kill the soldier on the ground, and shoot the bomba on the left
wall with your foam gun. Use him to get to the platform in the middle. Double
jump into the ceiling above to find a FOAM PACK. Then jump to the door in the
upper left. Don't worry if you get spotted; the doorwill still open if you
shoot the light with your foam gun; it'll just take afew seconds longer. Next
room's a doozy; be careful here. If you land in the water, you'll take damage
very quickly, so try to get a running start and use the most of your double
jumps. Thankfully that save point wasn't very long ago. After those two
annoying jumps, head upwards to the top of this next room. Technically, you
can freeze those moving platforms, but they move at a generous speed, so it
isn't necessary. The next room is dark, and there's a bomba right at your
feet. Kill it. Drop into the vents, blow open the purple vent on the right
and grab the FOAM PACK. Head downwards, and while there's plenty of enemies in
this room, if you stay on the floor, you won't have to engage them. Go right.
Head upwards in this room. There's a live wire next to the soldier, so be
careful when crossing it to get to the save room. Head up the ladder and left
into the next, huge room. Melee the first soldier you see. Head along the
lower path, jumping across the gaps. It's going to take some finesse to kill
the enemies in the room, but you can do it. Just follow the path upwards to
the left. In this next room, kill the soldiers on the path. Boss fight!
This boss isn't too bad. Keep moving to avoid his missles, and he'll blow up
the platforms on the left and right. Keep shooting him, maybe tossing some
grenades his way as well. Eventually he'll jump onto your platform; back away
and drop down whichever ledge is closest, and run to the other; he should be
positioned over that ledge and you can get a ton of easy shots on his bottom
side. He'll drop a couple of grenades on you; keep a close eye and run when
the grenades fall. He'll wise up and jump to the center; get back onto the top
platform to goad him back up there. Keep shooting him, and repeat this
strategy until he's dead.
*******************************************************************************
Head left into the next room, killing the bombas on the wall and accessing the
map. There's a save room on the left side of the next room. Head upwards and
to the right, and climb up the caverns. There's an easily spottable GRENADE
PACK on the way up. Head left, killing the enemies along the way. When you
get to the glowing blue boxes, just ignore them, and instead, crawl under. The
path's simple for a while; just follow it until you're outside. Swim into the
lake, and double jump onto the ledge. Climb up and kill the soldier. Head
left into a firefight. There's a devastator, but just stand on the platform
shooting bullets and grenades at it and you'll be fine. Continue left and swim
across the large lake. Jump onto the middle section of the tower and crawl
through. Drop down and kill the guard, and dive into the water. Grenade the
panel on the left and swim through; you'll get a scene with some revolving
blades. Swim out of the water and climb down the ladder. Point your foam gun
at the rotating cylinder and fire away; after a few shots, the blades will stop
rotating. Swim into the water and around the blades onto the other side of the
room, with the save point. Keep heading up and outside. On the roof you'll
find a foam gun turret. Use it to shoot down the helicoptor, which will kindly
crash into the building for you. Head into the now-destroyed building and
press down to head deeper into the base. Right's blocked off, so go left and
down all the stairs and ladders. On the bottom you'll find a terminal which
will turn off the red barriers. Head back up through the barriers to receive
the OMEGA ARMOR XOS-7! Yes!
Head left and you'll find that everybody's trying to kill you. Carefully
navigate down, and as you exchange blows notice that you're now taking less
damage. Head right, killing everyone in your way. In the large room, drop
down and head left to a map and a save point. When you run to the right side
of the room, four soldiers with miniguns will appear in the background. Use
the appearing and disappearing cover on the floor to safely take them out.
When they're all dead, head right for another boss fight.
This guy's so easy. Just keep shooting him while heading left to avoid his
attacks. Grenades help too. Just wail on him with whatever you've got and
you'll be fine.
*******************************************************************************
Down the now open hatch, left to the save point, down into the next room. Grab
onto the ledge on the left and plant a grenade to blow it open. Head through
and kill all the soldiers in the next area. Keep heading left and you'll find
the FRICTION DAMPENER. Stand on the left side of the room, and hold X to run
right without stopping. You'll become an indestructible force that can destroy
blue areas. Sandbags aren't blue. When you crash into one, try to kill all
the soldiers without getting yourself frozen by a Bomba's foam. Jump onto the
upper platform and head right. When you get to the blockage, jump up, and
shoot the turrets, then the soldiers on the floor. Dive into the water and
swim to the bottom to find a rock you can grenade for a FOAM PACK. Now, swim
back up and climb to the top to find a green vent to blow open. Head through
and pull the lever to lower the bridge. Run left to build some momentum, then
use your friction dampener to run right through the strong fan, as well as
another room full of now-dead soldiers. When you finally stop, climb up the
platforms, shooting everyone in your way. Head into the vent on the right wall
and fall into it. The room has some soldiers, so clear them all out before
continuing. To continue, jump onto the upper right platform, then hold and run
left to destroy a box. Now that that box is destroyed, stay on the left side
of the room and run right in order to build enough momentum to leave. Now's a
good spot to save. Head upwards through the familiar path. Remember the room
with the crates hanging from the ceiling? Get on top of them and use a couple
of grenades to blow them up. Head as far right as you can, and then run left
into the next room. Once you enter, quickly jump in order to break the blue
walls and grab a GOLD BAR. As a blur, you can run up the side of walls and
jump off them to keep your speed. Plenty of soldiers and a turret in this
room; kill them all as you climb up the ladder, head right, and drop down.
Break open the vent and enter it to drop into a save point. Head right for
another fight with an OXS-1. Kill it the same way you did with the first one.
Yeah, this guy can fire energy blasts at you, but he's still no problem. Head
right and shoot the vent to drop in and find a WSAR60 COIL RIFLE.
In the next room to the right, fire a grenade to kill the clustered enemies.
Break the crates on the floor to reveal a GOLD BAR. Jump up and continue right
through two purple doors. Climb up the ladder and in the dome you'll find a
FOAM PACK. Head back down and this time drop into the gap. Head, this was
from the beginning of the game! Remember it? With your new double jump, go
into the alcove in the ceiling and climb up to find a GOLD BAR. Shoot the vent
on the right to continue on into the first save point of the game. Go right a
screen, and use your double jump to climb up. You'll see an ARMOR UPGRADE
protected by some green rocks. Introduce them to your grenades. Now that
you're agile and strong, go ahead and just keep running right, jumping over all
obstacles and generally being a badass. Pass another save point on the way ,
and make it back to the lake near the start of the game. You've been this way
before; you shouldn't need much direction. When you finally make it to the
lake, make sure you're in hyperspeed, and you'll run across the surface of the
water. Jump over the cabin on the way across, and if you manage to run the
whole thing in one go, you'll get the "Walkin' on Water" Achievement. As you
head right, take the high ground this time. Kill soldiers, and drop into
another gap to find a FOAM PACK. Keep climbing up and heading right,
eventually stopping once you're on the far right of the map. Head down to find
a familiar ladder. As you climb down it, shoot a purple vent to find an ARMOR
UPGRADE. Keep heading down, and when you read the bottom, look at the ceiling
for another purple vent to shoot, giving you a FOAM PACK. Head left and get in
the elevator to go down. Head right and shoot the vent on the climb. Fall
into it and crawl left. Grab the elevator's bottom and push up to make the
elevator go up. You'll find an ARMOR UPGRADE in the purple vent on the left,
and a GRENADE PACK in the right vent. Grab onto the bottom of the elevator and
press down, then quickly climb into either vent to let it pass. Climb to the
top of the shaft, and on the left you'll find a passageway with a PASSKEY in
it. There's nothing on the right.
Again, make the elevator go back up, and hide in the middle vents to pass it
up. Crawl to the right, activate the elevator, and just walk through it to the
other side when it's down. You might get spotted by the camera in this room,
but at this point I doubt you care; just shoot the turrets and move on. You'll
find that Claire is missing and being moved somewhere else. Head left and go
down the vents in the next room, and this time go left and use your Foam Gun to
open the once-blocked door. Head into the save point and climb up into the
vents, heading left. When you reach the elevator, take it to the top, and
enter the top-right most vent (all the others are dead ends). Drop into the
room and shoot the guards, then head through two yellow panels to enter another
office with two more guards. Head left into the elevator, and take it down to
floor 2. Shoot the vent in the ceiling and follow it. Ignore the giant fan
and keep going. Shoot the low vent in this next room and follow it, dropping
down into a cavern. Kill the guard you see, and climb into the space on the
left ledge. Jump up and head left to find an ARMOR UPGRADE. Go right and drop
down, but this time, crouch and go left; you'll fall into a room with MISSLES!
Finally, after all this time you can shoot Red Doors!
Use this opportunity to blow open the first red door you see. Head back into
the open area and blow up the red door there. And then blow up a red panel.
Aren't missles fun? Get in the elevator and take it to the first floor and
blow up another red door for a MISSLE PACK. Now, take the elevator all the way
up to floor 4 and kill all the enemies in the room. Activate the panel to open
the hatch, and blow apart the tube to stop the fan in the other hall. Head
back down to floor 2 and get into the vent in the ceiling. Now that the fan's
off, you can easily jump up the shaft. Head right for a GRENADE PACK. Head
left and blow up the red panel, then take the top path to the right for a
MISSLE PACK. Finally, go left to get to a save room. Shoot the red vent in
the room and go left. Kill the two soldiers in this room, then head to the
other side to get a HEALTH UPGRADE. Get back into the room right of the save
room and head up. Run left to find Claire and two XOS-1 soldiers on either
side of you. Alternative between firing at both of them in order to keep their
energy blasts at bay, and if either gets too close to you, fire a missle at
him. This fight may get a little tricky, since you have to focus on fire
coming from both sides, but really, just focus on one soldier and then the
other, and you'll be just fine. After the fight, Jason takes Claire back to
the surface.
At this point, the entire map is pretty much yours for the taking. All that's
left to get is a hookshot, a third jump, the final gun, and the Fusion Helmet.
If you just want to end the game, head straight for the gun. I'm not going to
give a full listing of every item location in the game (there are visual guides
that explain it better than I could in words), but for your convenience, I'll
run you through for the hookshot, triple jump, and the last gun. At the end of
the guide I'll point out some particularly annoying items for you. The Helmet
can only be acquired if you collect every Passkey, but honestly? It's not very
interesting. What IS interesting is collecting every Gold Bar. Doing so
unlocks a special room near the start of the game that has golden versions of
every weapon. This room carries over into future playthroughs, so if you're
ever going for those master challenges, it'd be a huge help. Now: Hookshot
time!
Jump up from your current location and head right until you fall down a large
gap. Head right more and kill everyone in this room, then open the purple door
and head through. Shoot the soldier in the background, then navigate the pipe
maze (darn this game's 2D nature). Drop down, but climb up the right wall for
a GRENADE PACK. Head back and drop down about halfway. If you did it right,
there should be a red panel on the floor to the right that you can shoot a
missle at, which will drop you into the save room. If you miss it, just climb
back up; it's not too hard. Right of the save room is that crane that you can
now blow apart with your missles. Doing so will reveal another path. When you
land, jump on the ledge to your left for an easy ARMOR UPGRADE. Now, head
right, climb into the vent, and drop down into a save room. Go right for a
boss fight.
It's not so much fighting the boss as it is activating the hyperspeed and
catching up to it. The boss will move clockwise around the room; run in the
same direction as it until your hyperspeed sets in. At this point, what you
want to do is follow it; Jason will run just a bit faster than the boss, and if
you can keep up his momentum, he'll hit the boss in the back, killing it
instantly. The boss will switch from the other wall to the middle platform;
make sure you do the same, otherwise you'll overtake it and have to start over.
Also, whenever you jump, make sure the control stick on the controller is
facing the direction you want to run when you hit a solid surface; otherwise
your momentum will halt in midair. After a few laps and some practice, you
should have the boss beaten.
*******************************************************************************
Head right after the battle. Blow open the red door for the HOOK. Woo. Head
back out, and the door is locked, so you're going to have to head up. It's too
high to double jump, so get some practice with your hook; just aim it wherever
you want to stick, and shoot. Funny thing is, when you're sticking to a
surface, you can aim and shoot it somewhere else. Kinda weird. Enter the vent
on the right side of the room at the top for a MISSLE PACK. Now head left and
discover another feature of the hook: pulling off the shields of those big
guys. Jump up the ceiling of this room and pull the lever to unblock a section
of the base; now go back down where you came from. Keep heading left, killing
a couple more guys, and at the end, drop down a hole by the wall to land in a
save point. Left, down, right, down, and hook the wall in order to get a good
shot at the vent on the right side, which has a MISSLE PACK in it. Keep
falling and you'll see a mine cart. If you want to skip some items to save
time, take the cart. I'll point out the items.
Run left for a while until you see some soldiers and a hole in the ground,
which you've probably fallen into. Head left in this hole and up to find a
FOAM PACK. Go back and kill the soldiers, then turn on your flashlight and
look around the ceiling. See that blue boulder? Let's go left. You'll notice
that the path gets narrower up ahead. Run along until you're a good distance
from them, then run back to gain momentum. When you're in hyperspeed, jump and
you'll run along the ceiling, letting you shatter the boulder and access the
PASSKEY. Now just keep running left until you reach the end of the tunnel.
Jump up and kill the guy, then activate the lever to open the door. Take the
path up in between the containers. Back in this room. Kill the guy in the
middle, and by the ammo shoot the red panel on the floor to get a MISSLE PACK.
Freeze the platform and grenade the ceiling, yadda yadda, head right and up in
order to get to the save room. Continue left, get to the upper left, and move
on. Once again, be careful of the electrical water here. Jump up and go left
into the big construction room you had a firefight in once. If you look on the
ceiling on the right side of the room, you'll see a narrow champer that you can
navigate via your hookshot to get a MISSLE PACK. Keep going left, and in the
small room, grenade the wall for a GRENADE PACK. Missle the ceiling and climb
up the path. Shoot the vent on the left and follow it, and missle the red
panel in the next vent. Climb up the wall on the right, and climb up the next
room as well, entering the vent on the top right. Follow it, and in the
following room kill everybody. If you've forgotten how to break the boxes
here, jump into the top right corner and start running left; you'll break a
box, giving you enough room to run right. Save if you want, then hookshot the
ceiling of this room in order to access the top left corner with the red door.
Missle the door. In this next room, there's going to be a lot of enemies
coming in from the background. Once they're dead, lay a grenade in the center
of the room (you can't see what you're standing on). A piece of the floor will
break away, revealing a FOAM PACK. Head left and climb up; in this next room
there are several soldiers and turrets, so be ready. On the right side of the
room, jump and use your hookshot to continue on. Boss fight!
This boss is a bit tedious, but manageable. The in-game hint suggests ripping
out the wiring on its head or something, but attempting to kill it in such a
way has never helped. Let's go with the good old method of brute force. The
game also says that explosives won't work; they may not be instant kills, but
they've always been fine with me. For one, at the start of the fight, run
forward as quick as you can to avoid the missles aimed at your face. Stay
behind him and shoot at his underside, and he'll shoot some foam grenades at
you. Watch for them, and double jump to avoid the explosion. He'll turn
around; you run back under his legs and do it again. Don't stay under his
legs, though; he'll stomp you, and you'll take damage even if he's just turning
around. Still, with machine gun fire and some missles, he'll go down easily.
Head left for a save point. Left again, and you'll see giant energy blasts
across the floor; don't jump into these. Instead, head upwards and left.
You'll see a control panel on the ceiling on the right; jump up and press B to
activate it. Shoot a missle at the control panel that opens on the left, and
the beams downstairs will fizzle out. Head down to get the Thrust Boots, AKA
your triple jump. Go back and save, then head to the top of your current room.
In the next room, jump in the water and watch out for the robot fish in it.
There's a bit of a pipe maze here; navigate it and swim to the surface, then
head right until you've fallen back into the base into a save point. Follow
the path, then head through the destroyed walls (there's a box still in the
way) up to the top of the room. Lots of enemies in the next room; engage them
if you please. Shoot some missles at the red door and continue on. You'll be
in a wide open area, with two soldiers with missle launchers aimed at you; kill
them carefully. Climb up the ladder on the right side of this room, and blow
open the red door at the top; head on in. Fall down close to the left side of
the wall; climb into the vent to get a MISSLE PACK. Head back down, be
stealthy or open fire; doesn't really matter. Head left and activate the
computer panel. A couple of strong machines will show up; just run away.
Really. It's not worth it to fight them. When you get back outside (sorta),
jump across the huge gap and follow the path. Hopefully you know to shoot
yellow vents by now. Turrets in the top room, so watch out. When you get to
the top, run to the right into the elevator (there's an item to get involving
your speed boost, but I'll point it out at the end of the guide). Take the
elevator down.
Head right into some offices with people for you to kill (including a bastard
with a missle launcher off-screen). On the left wall there's a vent for you to
enter; it's easy to miss. It's too narrow for you to wall jump, so just hook
or triple jump the way up. Finally, you have it, the final gun: the INERTIAL
ELEMENT. THIS GUN IS THE ONLY ITEM IN THE GAME THAT CAN BE MISSED, SO MAKE SURE
YOU OBTAIN IT RIGHT NOW. CAPS FOR EMPHASIS. WOO. Head right and shoot a poor
guy in the face with your shotgun. Keep heading right, and at the bottom of
the long room, enter the save point on the right. Now, head left and blow open
the door with missles. Climb onto the top of the structure for a scene. Now,
get the hell out of there! Run right, boost up the ladder, run left, and wall
jump your way up the elevator shaft, and run left some more! Finally, you're
out safe. Ready to end this game? I sure am! Climb up the tower, and now
that you have a triple jump and a shotgun, run and jump to the right as much as
you can. This is all territory you're familiar with, so go for it! (I
happened to find an ARMOR UPGRADE and a FOAM PACK on the way there that I
hadn't pointed out; maybe you'll see them too). Just keep moving until you get
to the lake for the final encounter...
So...yeah. Pretty much every enemy you've encountered in the game is here,
boss or grunt. You're going to be shot at a lot, so get used to it. Enemies
both on your plane and in the background are going to be bombarding you with
attacks. Fortunately, you're a running, gunning, flying tank. So how to get
rid of the airship? It takes a couple of steps. There are three rockets on
the field; each of them has two controls panels near it. One control panel
will activate the rocket and prepare it for launch. The other control panel
will let Jason manually aim the rocket at the airship in the background. So
naturally, activate the rockets and fire them at the airship! However, it
takes some time for each rocket so be fully prepped, so in the meantime, kill
enemies, dodge fire, and generally do everything you can to not die. Go nuts
in this fight; there's a full health & ammo restore in a room on the left side
of this giant pad, so use it whenever you need to. After each hit, the airship
will send several rockets of its own at you; get off the platform and move on
to the next one. Don't stay around and get hit by the counterattack. There is
also a health refill inside the cabin that's now suspending on a tall building;
access it by climbing up the ladder in the middle of the field. Once the third
rocket is launched, you've beaten Shadow Complex! Congradulations! Now you've
got the "Hero" achievement, your medal of honor.
I could put a big list here of the location of every single item in the game
and where it's found, but honestly, pictures do it a lot better than words.
While playing the game myself, I found IGN's item listing for the game to be
incredibly useful for those rare items that eluded me. I highly encourage you
to check it out:
Before item hunting, I recommend you at least get to level 20, so you will be
able to see the entire map. Most of the items in the game are very easy to
find, and others are easy to obtain once you have the correct item, but there
will always be those that annoy the player. So, I'll list a couple of the most
annoying items in the game to get:
Armor Upgrade #8: Located in the huge room on the top left of the green portion
of the map. The camera's annoying as hell, but the upgrade is in a crevice
that requires triple jumps and a hookshot to get to. Be patient; you'll be
able to get it.
Armor Upgrade #10: Located in a save room, so you won't be able to locate it on
your map. Once you have missles, head to the down-left most save room on the
purple section of the map. The item will be under a panel in the floor.
Foam Pack #15: Located left of where you acquire the first foam pack. Instead
of using IGN's method of tediously jumping and hookshotting your way across the
lake, get a running start so you'll sprint across the electrified water. It
still might take a few tries, though; the hyperspeed is a bit finicky.
Foam Pack #17: A pain in the ass. The item's near the bottom middle of the
light blue section of the map, but in order to get it, you have to go way above
it. Walk out onto the ledge and look around on the left wall underneath the
ledge; you'll see a green panel. You can't stick a grenade to the panel, so
you're gonna have to fire a lot of foam and set the grenade on the platform.
THEN you'll be able to access the pack.
Foam Pack #20: Near the bottom right of the map. Remember the first portion
where you're on a minigun shooting up baddies? Directly under that room is a
body of water, with a submerged red gate to the left. Shoot the gate, then
quickly toggle to grenades and shoot them at the fan on the other side of the
gate. Do it too slow, and you'll die.
Gold Bar #3: Near the bottom left of the light blue portion of the map.
There's a room with a ladder, a furnace, and a gold bar tucked in the right
corner of the room. Not hard to find, but annoying to actually get to.
Gold Bar #8: Near the bottom right of the light blue map. You're gonna need
the triple jump for this. In the huge room to the left, get to the top left
corner. Hell, back up a room. If that isn't enough, stand on the upper
platform in that next room. Now, run right long enough to build up momentum,
and double/triple jump over gaps, heading right, which will destroy a blue box.
You'll probably crash into a save room.
Grenade Pack #12: Towards the bottom of the yellow map, in a room to the right
of a save point. On the lower level, turn a valve and water will pour into the
room. A panel above you will open once the lower section is filled, and you
can swim in and grab it. You can technically get this without the Scuba Mask,
but having it makes things much easier.
Missle Pack #9: Top left of the light blue section of the map. There's a blue
box you have to break, but there's not enough room to build up momentum. So,
you'll have to go to the left a few rooms and start running right, falling down
as you run back into the room with the item. Carefully run around the central
platform and jump at the right moment to break the blue box. Then, shoot a
missle at the panel to get this pack.
Missle Pack #15: Top middle of light blue map. When you head to that section,
you'll see a huge electrified floor that will kill you instantly, and several
red panels to destroy. Use your hook to stick to a wall so you can shoot
missles at the appropriate places. This is extremely difficult if you don't
have a hookshot and a triple jump. Once all...12 panels, I believe, are
destroyed, the floor will deactivate and the pack will become available.
Missle Pack #19: In the bottom left save room on the purple part of the map.
It's easy to acquire; just hard to find because the dot won't show up in a save
room.
Keycard #2: Upper right section of the orange map. To the left of where you
first got grenades. You can't see it, but hurl a grenade into the crevice to
the left of where you first found the grenades. It'll open a path that leads
to the card.
Keycard #7: On that long horizontal streak at the bottom of the map. You'll
see the Keycard in an alcove on the ceiling, blocked by a blue box. Run left
for a while, then run back to the right, building up momentum. Where the
ceiling is low, jump and you'll run on the ceiling, all the way to the blue box
and the Keycard.
Keycard #8: This one's incredibly convoluted to get. It's above the orange
section of your map. The drawbridge will need to be lowered in order to access
this item. When you're on the drawbridge, head left into the building and
you'll see a lever. Hit this level, then immediately run right and
double/triple jump onto the wall. If you were quick enough and you did it
right, you'll run through the hole and through some debris, letting you access
the Keycard.
Keycard #12: Upper yellow portion of the map. It's not difficult to acquire;
you just won't know that you have it because it's located in the room with the
Scuba Mask, so on the map a dot tells you that an item was already gotten
there. Just head back there and swim in the passage behind the rack to find
it.
You can access the Proving Grounds at any point in Shadow Complex from the
Campaign Mode menu. Unlike the main adventure, there's no exploration here;
just use your skills to the best of your ability to finish each level as fast
as you can. There's really no strategy I can give you here; just practice and
practice until you're good enough. The last level might require a guide, but
it's better that you figure it out for yourself. You get an achievement for
finishing all the levels, so go for it!
Let's Get Punchy (Melee 5 soldiers) - 15 pts
-Just play the game and you'll get this one easily
Bomba Punter (Punt 20 Bombas) - 20 pts
-When you see a Bomba on the floor, press B to kick it. Do it 20 times to get
the achievement.
My Head A-splode (Get 50 headshots) - 20 pts
-Just keep playing the game and you'll get this one.
Make 'Em Scream (Get 100 soldiers to scream) - 20 pts
-This one might take a while, but the tally is counted through different
playthroughs, so keep at it. How do you make them scream? I dunno, but it's
not too hard.
To Kill a Blackbird (Destroy the helicopter attacking the vice president)
- 15 pts
-Beat the prologue to get this one
Look Out! (Kill a soldier with a bomba) - 5 pts
-You can get this one shortly in the game.
Walkin' on Water (Make it from one end of the lake to the other in
hyperspeed) - 5 pts
-Not too hard to do; just have to get the hyperspeed upgrade to do it.
Hero (Complete the game on any difficulty setting) - 50 pts
-Just beat the game
Completionist (Complete the game with 100% of the items) - 20 pts
-Exactly what it says. There are a few items that don't show up on the map;
I'll point them out later in the guide.
Minimalist (Complete the game with less than 13% of the items) - 10 pts
-Don't get any items aside from those ne
==============================TABLE OF CONTENTS================================
1. VERSION HISTORY
2. COPRYRIGHT
3. ABOUT THIS FAQ
4 ABOUT THE GAME
5. WALKTHROUGH
CHAPTER 01 - CH01
CHAPTER 02 - CH02
CHAPTER 03 - CH03
CHAPTER 04 - CH04
CHAPTER 05 - CH05
CHAPTER 06 - CH06
CHAPTER 07 - CH07
CHAPTER 08 - CH08
CHAPTER 09 - CH09
CHAPTER 10 - CH10
CHAPTER 11 - CH11
CHAPTER 12 - CH12
CHAPTER 13 - CH13
6. CREDITS/THANKS
==============================VERSION HISTORY==================================
Version 1.03 : 04-27-06 Thanks to César Bittar, I have the title of Chapter 9.
Version 1.02 : 04-27-06 Thanks to Kevin Archer, I know where Chapter 9 begins.
Now, I just have to figure out the name.
Version 1.01 : 04-24-06 Expanded the table of contents to have chapter
listings, hopefully that will make browsing much
easier. Changed a few other cosmetic changes.
Version 1.00 : 04-23-06 Ready to be released, spell-checked and ready to go.
I can definately reorganize it, but that's what
tomorrow is for. I'm a bit confused on where Chapter
9 Begins though...
Version 0.99 : 04-22-06 Typed in all the steps for the whole game in about
nine hours. Very rough draft, I'm sure there are tons
of errors/typos.
Version 0.03 : 04-21-06 Just beat the game today, plowed through the whole
game again to while making notes and finding more
efficient routes.
Version 0.02 : 04-16-06 Added Copyright and "About this Game"
Version 0.01 : 04-14-06 Started FAQ, just the basics, the game isn't even out
yet!
This guide must be displayed in its entirety. Currently, the only site(s)
allowed to post this FAQ is/are:
GameFAQs (www.gamefaqs.com)
Adventure Classic Gaming (www.adventureclassicgaming.com)
Nez77's Laboratory (my personal website at www.geocities.com/nez777)
If you have any questions, comments or contributions to this FAQ, then please
e-mail me at nez777@yahoo.com. I hope you find this FAQ to be helpful.
All logos, characters and plot ideas are properties of Ragnar Tørnquist and
Aspyr Media, Inc. I do not claim any rights to the game (Dreamfall: The
Longest Journey) in any shape, make or form.
==============================ABOUT THIS FAQ===================================
This is a Spoiler-free/Speed FAQ. This FAQ should be used if you are stuck and
not sure what to do next. It will be of absolutely no help in terms of plot
and character analysis. I might do that for another FAQ in the future, but
not for this FAQ. In fact, if you need to find a map for a clue, I will
actually have you skip it and go straight to the next step if the game allows
it. This FAQ will be straight forward about the steps to take to progress in
the game. It will give the answers to all the solutions, but will not show how
the thinking process was or how to even derive it, it just gives the answers.
I recommend using this FAQ only if you are in a rush to beat it or stuck in
the game.
This FAQ is barebones and will not mention backgrounds of the characters and
the controls. It will simply CAPITALIZE ITEMS. Each step is numbered in the
order that I feel is the most efficient way of going through the game. I have
played each mission at least four times to figure these steps out.
Enjoy the FAQ!
NOTE: To best use this FAQ when you are in the middle of it is to
just SEARCH for an item that you have recently acquired.
==============================ABOUT THE GAME===================================
This game is the sequel to "The Longest Journey" also by Ragnar Tørnquist.
The first installment was a 2D traditional "point-and-click" adventure game,
released in the USA in November 2000.
This game is free-roam 3D game is much larger, in not just the worlds, but also
that the player controls three characters, each with their own unique
storyline.
SETTING: MONASTERY
(as Brian Westhouse)
01) Walk out of the room and follow the monk
02) Follow the left wall and bother the whispering monks
03) The head monk will say that the ritual preparations are complete
04) Walk onto the dais
CHAPTER 1 - ONE (CH01)
---------------------------
SETTING: CASABLANCA
(as Zoë)
01) Answer the MOBILE, it's on the chair next to Wonkers (the purple gorilla)
02) Open the closet
03) Use the clothes to change
04) Go downstairs
05) Speak to your father
06) Exit the house
07) Walk down the linear path until you reach a new area.
08) After the cutscene, follow Aralyn
09) Proceed to the end of the path
10) Open the door to get to the gym
11) Talk to Jama, the woman in green
12) Spar with Jama, say "no" when you're done practicing between rounds
13) Exit the gym
14) Go to the shop, "Alien the Cat." To get there, backtrack home
15) Walk to the back of the shop
16) After speaking to Olivia, exit the store
17) Meet Reza at Moca Loco, it's in the marketplace
18) Reza is sitting on bench just left of the storefront
19) Doesn't matter what choices you make in this conversation
20) Go to the taxi stand, it's near where the gym is
21) Get into the taxi
SETTING: JIVA CORPORATION
22) Press the button to call an elevator pod
21) Walk up and speak to the receptionist
22) Choose: Appointment, Distract, Plead
23) Use the panel near the storage room to lock the receptionist in
24) Use Console on Receptionist Desk to open the hallway door
25) Enter the hallway until a cutscene
26) Climb on top of the box to the left of the elevator
27) Climb on top of the elevator
28) Open the cover on top of the elevator
29) Use the pressure release handle
30) Get down from the elevator
31) Get down from the box
32) Open the elevator doors
33) Follow the woman to the elevator pod
34) Wait for her to do the manual over ride
35) Use the elevator call button
36) Enter the Elevator Pod
37) Helena will give you a PACKAGE
38) Use the call station to hail a taxi
SETTING: CASABLANCA
39) Head to Reza's apartment, use the alley to the left of the Sushi-ya
40) Enter the building with the red doors
41) Head upstairs, Reza lives in Apartment #8
42) Enter Reza's apartment
CHAPTER 2 - LOST (CH02)
---------------------------
SETTING: CASABLANCA
01) Get the message from Wonkers
02) Head to Olivia's store, Alien the Cat
03) Speak to Olivia, she will give you new software
04) Head to Reza's apartment
05) Use the MOBILE on the clamp installed on Reza's apartment door
06) Unlock the clamp by matching symbols
07) Enter the apartment
08) After the cutscene, sneak into the bathroom by staying against
the right wall, be sure to avoid any glass
09) Open the shower door
10) Use the panel installed on the shower
11) Close the shower door
12) Use Lucia (the red gorilla) to obtain the WATILLA PARTS
13) Head back and enter Olivia's shop
14) GIVE Olivia the WATILLA PARTS
15) Olivia will give you the WATILLA POWER SOURCE
16) Go back home
17) USE Wonkers to get the WATILLA BRAIN
18) Head back to Reza's apartment
19) USE WATILLA BRAIN on Lucia
20) USE WATILLA POWER SOURCE on Lucia
21) Speak to Lucia
22) Follow Lucia and take the NOTEPAD
23) Pick up the NOTEPAD again
24) Head back and enter Olivia's store
25) GIVE Olivia the NOTEPAD
26) TAKE the backpack from the closet
SETTING: NORTHLANDS
(As April)
27) Take out the Soldiers
SETTING: NEWPORT, VENICE
(as Zoë)
01) Follow the right path, until you come to a white building
02) Use the Buzzer on the door
03) Speak to Charlie, learn about the Border House
04) This time, follow the left wall until you get to the Crossroads
05) At the Crossroads, you will see the "Chinatownman"'s store
06) Take the bridge to the right of his storefront
07) Once the area loads, hug the right path until you come across a bench
08) The bench is in front of the Victory Hotel
09) Face the door and take a left
10) Climb down onto the scaffolding until you reach the water
11) Follow this very linear path until you see a ladder
12) Climb the ladder
13) Observe the digital padlock
14) Use the MOBILE
15) Backtrack to the crossroads (up the scaffolding, and hug the left path)
16) Speak to the "Chinatownman," and inquire about the "LOCKPICK"
17) After the conversation, use the mobile
18) Speak to "Chinatownman" again to get the LOCKPICK
19) Go back to the gate with the digital lock
20) USE the LOCKPICK on the digital lock
21) The puzzle is different everytime, but the goal is to make 8 pairs, 4 on
top, 5 on bottom by rotating pieces. You have infinite time, so no rush!
22) Enter the yard
23) Sneak to the toolshed, but only while a train is making noise.
If the dog wakes up, just climb down the ladder, the dog will be back
asleep
24) Open the toolshed door when a train is making noise
25) Enter the toolshed
26) Take the AXE hanging on the wall
27) Run across the yard and climb down the ladder
28) In this canal, find a dumpster
29) Release the metal bar on the wheel of the dumpster
30) Push the dumpster as far as you can (push it four times)
31) Climb on top of the dumpster
32) Use the AXE on the boarded up window
SETTING: INSIDE THE VICTORY HOTEL
33) Enter the hotel basement through the window
34) Pick up the AXE HANDLE
35) Pick up a RAG
36) Combine the AXE HANDLE and the RAG to make a TORCH
37) Smell the red can
38) Use the TORCH on the red can
39) Hit the red button on the water heater
40) Use the TORCH on the red button/water heater lighter
41) You now have the BURNING TORCH
42) Go into the dark nook and open the door
43) Follow the linear pathway until you trigger a cutscene
44) Enter the door in front of you, to the right
45) Pick up REZA'S LIGHTER
46) Use the security system and exit
47) Use the MOBLILE on the security system
48) Exit the security room, and up the stairs
49) Observe the rehydrator/reheater (the pizza)
50) Reprogram the clock on the "microwave."
51) Quickly hide at the door where you entered this kitchen
52) While the man, Vinnie, is eating the pizza, sneak behind him, pass the
screen, and up the stairs
53) Cutscene: Woman on a device
54) Cutscene: Room 201, you can't enter it right now
55) Go into the bathroom and try to open the window, you will get
the WINDOW HANDLE
56) Go into the room without a door, behind the staircase
57) You should trigger a scene: Vinnie is going to check on the "guests"
58) Use the WINDDOW HANDLE on the window
59) Now open the window
60) Climb through the window onto the fire escape
61) Climb up the ladder
62) Exit the room, you will trigger a cutscene of a guest exiting the bathroom
63) Enter the bathroom and take FILTHY TOWEL
64) Exit the bathroom
65) Run to the end of the hallway until you see a window
66) Open the window
67) Stand in front of room 305
68) Position the camera and you should see the same guest exiting his room
69) Quickly run into his room and take the DIRTY SHEET
70) Run back to the window
71) Combine FITHY TOWEL and DIRTY SHEET to create the MAKESHIFT ROPE
72) USE the MAKESHIFT ROPE on the radiator in front of the window
73) Climb out the window
74) Go along the path and open the window
75) Enter through the window
76) Open the closet
77) Pick up the VIDEOGRAPH
78) Doesn't matter what you say to Marcus
79) Follow Marcus to the front door
LOCATION: NEWPORT, VENICE (outdoors)
80) Make your way back to The Fringe
81) Use the buzzer to enter The Fringe
81) Give VIDEOGRAPH to Charlie
82) Go upstairs
83) Enter the last (and only open) private booth
84) Use the MOBILE
LOCATION: SUBTERRANEAN CITY
02) There are pebbles here, but the easiest way around the guards is just to
defeat them. The guards block a lot, just run up to them and keep
using your fierce attacks
03) Go forward and climb on top of stone block.
04) Climb down the stairs
05) You will see a something like a torch from the ground
06) Pick up the GLOWING EGG
07) Move onward and climb down the staircase
08) When you reach the large waterwheel, climb up narrow staircase
09) Just on the right, you will see a contraption
10) The contraption is in two parts, the wheel and the top
11) Use the GLOWING EGG on the top part
12) Now turn the wheel part of the contraption
13) Take back the GLOWING EGG
14) Climb down the narrow staircase
15) From there, Use the waterwheel to get to the upper platform
16) Jump across the gap
17) Climb up the very long ladder
18) Walk upstream until the very end of the cave
19) You will see three glowing runes, they play a musical note when touched
20) The correct pattern is: LEFT, MIDDLE, LEFT, RIGHT
21) Enter the tunnel
LOCATION: MARCURIA
22) Observe the door on the opposite side of where the tunnel was
23) Kick the door twice to open it
24) Speak with Benrime
25) Exit the Journeyman Inn, and speak to Blindman Bob, who's right at the
bottom of the stairs
26) Ask for "Help" and then say "Yes"
27) Go back into the Inn
28) Talk to Benrime and ask about the "Wine"
29) Exit the Inn, go down the stairs, past Blindman Bob and keep going straight
30) In the courtyard in front of the tower, go straight and take the first
right
31) Go straight and talk to the man at the first stall on the left
32) Pick "spices," "delayed?" then finally "Accept"
33) Backtrack to the Journeyman Inn, but stay on the road and continue past it
34) Continue until you get to the end of the road
35) Speak to the bearded man and get the SPICES
36) Go back into the Inn
37) Use the SPICES into the cauldron
38) Pick up the EMPTY BOTTLE on the counter opposite of the cauldron
39) Use the EMPTY BOTTLE on the cauldron
40) Exit the Inn and talk to Blindman Bob
41) Go back to the market, where the Spice Stall is
42) Enter the path behind the Spice Stall/Soup Woman
43) Follow the road until you see Crazy Clara
44) Speak to Clara
45) Head back to the South Gate Market (where the spice stall is)
46) Next to the well (where the animal is walking in circles), there is an
alleyway that a guard won't let you in.
47) Walk right behind the circling animal and then just walk right into the
alleyway
48) Open up the cage to let the pet free
49) Go back to Crazy Clara and speak to her
50) Return to the South Gate Market
51) Speak to the Soup Lady
52) Pick "Magda?"
53) Once you can, pick "Help" "April" "Goodbye"
54) Follow Worm
SETTING: SADIR
(as Kian)
55) Spar with 3 other soldiers, this should be a pushover fight
56) Speak with Garmon, the man with red hair and white clothes
57) Follow Child Ena
58) Open the door
59) Go back to the Sparring Circle
SETTING: NEWPORT, VENICE
(as Zoë)
01) Exit the Fringe
02) Have Zoë just walk straight
SETTING: MARCURIA
(as April)
03) Exit the room, Brynn will talk to you
04) Exit the Inn, head towards the tower
05) Keep walking straight, you will see scaffolding work you way
towards the right side of it
06) Sneak behind the scaffolding
07) Sneak behind the guard, get close enough and you should be able
to have an action to take care of him
08) Climb up the scaffolding and you'll be on a balcony
09) There is a door that is slightly ajar, stand in front of the crack
10) Enter Focus Field Mode, target the two people inside
11) Listen into their conversation
12) Head back and enter the Journeyman Inn
13) Go to the Inn's cellar, and open the door
SETTING: WATI CITY
(as Zoë)
14) On the left side, there is a vending machine
15) Use the MOBILE on the vending machine to get the GUM
16) Use the GUM to get a STICKER
17) Get up the stairs and should see a cutscene of a man
18) Speak to the man
19) Go to the trash, and pick up a TICKET PIECE
20) Pick up the TICKET PIECE again to create a TORN TICKET
21) Now, combine the TORN TICKET with the STICKER to have the MUSEUM TICKET
22) Go to the cable car and you should see the Ticket Reader
23) Use the MUSEUM TICKET on the Ticket Reader
24) Enter the Cable Car
25) Open the doors and enter the museum
SETTING: WATICORP MUSEUM
26) Go to the back of the room, and touch the red panel to trigger an alarm
27) Observe and Touch the exhibit of the First BunnyBot to trigger another
alarm
28) GIVE GUM to the Hiro, the boy
29) Talk to Hiro
30) Use the Mobile on red panel next to the "staff only" door
SETTING: INSIDE WATICORP
31) Walk straight
32) Open an unlocked locker
33) Use the clothes to change
34) Back into the hallway, wait for the cleaning robot to open the grate, and
enter
35) Walk towards the elevator and get on it when available
36) Move forward, and you will learn of the Waticorp guest rules
37) You need to take a right, the path will turn left, then take left. Enter
the room at the end
38) There is only one person working today, speak to Damien
39) Walk down the stairs until you reach the lowest floor, sub-level 58
40) Once the light turns green, open the door
41) After the cutscene, just stand still and let the spider cross
42) Go counter-clockwise to better avoid the spider's detection
43) Find a panel on the right wall, it is near the door with the datacube
scanner
44) Open the panel to access the circuits
45) Use the mobile on the panel
46) Enter the door with the blue signs with the atom symbol
47) Take the CAPSULE
48) Combine CAPSULE with WORM to have the ENCAPSULATED WORM
49) Make your way to the Medlab, it has green stickers on the door
50) On the right, there is a large tube, walk inside to get scanned
51) On the other side of the console is a small biometric scanner
52) USE the ENCAPSULATED WORM on the small biometric scanner
53) Open the doors to the Security Room, it has orange shield markings on the
doors
54) Go to the Cybernetics office, it has red stickers on its doors
55) Use the MOBILE on the spider on the left side of the office
56) Have your spider fight the other spider
57) On the destroyed spider, upload its data
58) Enter the Security room
59) There is a panel on the right side of the room, stand on it and
deactivate the grid
60) Go into the Security room, search the jacket, obtain the DATAKEY
61) There is only one door unopened, the core room
62) Use the DATAKEY to open this door
63) Use the control panel on the right to open the decontamination chamber
64) Enter the decontamination chamber
65) Walk forward until a cutscene is triggered
66) The easiest way past this is to walk back towards the decontamination
chamber and position the camera so you can still see the core
67) Wait until she is in front of you, left side of the screen, but has her
back towards you. Once you have that, sneak to the right and work your
way down the stairs and keep going straight.
68) You will see "something in that wall"
69) Use the ENCAPSULATED WORM with the device in the wall
SETTING: SUBTERRANEAN CITY
(as April)
70) Climb down the narrow staircase
71) Keep following the path, you will see a cutscene of one of the creatures
opening the door
72) Run in after it before the door closes (you will have several chances)
73) Observe the altar... you can't miss it
74) Walk behind the altar and hide there
75) Use the Focus Field and observe the door when a creature is opening it
76) Approach the door and open it
77) Climb down the stairs, you will see a statue with a rotating disk
78) Rotate the disk so that the triangular #8 is on top
79) Continue down and trigger a cutscene. It shows a guard, if you are ever
discovered, you might as well just load the game. The guard summons a
big beast that is invincible and the only way to get rid of it is by
hiding really well (easiest way is to just go back to the entrance
and lay low for a while). Save often here!
80) Once you get to the room and pillar with runes, take a left and there is
another statue
81) Rotate that disk so that the rune that resembles an envelope is on top
82) Now turn around and go straight until you see another statue
83) Rotate the disk so that the top rune is one that looks like
crosshairs/sun/two circles
84) Take a left and at the end there is a loose wall
85) Hit the loose wall three times
86) Go straight through the intersection, follow the path and take the first
right.
87) Here is the last statue, rotate the disk so that the one resembling the
letter "V" is on top
88) Now, turn around and hug the right wall, this will lead you to the
sarcophagus
89) Open the sarcophagus, then observe its contents, and Take the GLOWING EGG
90) Turn around and take a left at the "scary statue," continue straight and
take a left at the intersection
91) Place the GLOWING EGG on the gate
92) Run through this long linear path, go through the door that will
automatically open at the end
93) Exit the room and you watch the cutscene
94) Here's the trick to get past the first guard. Stand on the left
staircase and wait until it starts running after you. Run up the stairs
and down the stairs on the other side, keep running straight and climb
up the stairs until it crumbles. If you ever engage the monster in
battle, just reload the game, you can't outrun it at this point.
95) Continue up the staircases, jump down the two ledges, sneak to the back
and exit
SETTING: INSIDE WATICORP
(as Zoë)
96) RUN! Up the stairs, through the decontamination unit, and to the
elevators: Use the ventilation ducts to hide from the soldiers if
needed
97) Walk to the back and have a conversation with the green guy
98) Run straight, where the camera guides you, enter the small building then
open the doors to the outside
99) Run to the right, climb on top of the silver box, then jump and grab onto
the hovering robot
SETTING: MARCURIA
(as April)
01) After talking to Na'ane, go downstairs and talk to Benrime
02) Ask Brian about "Travels"
03) Exit the Inn, and go to the Ghetto, it was previously blocked with
traffic (where you got the spices)
04) Enter the Ghetto and take the right path, this leads to the harbor
05) Go onto the docks and speak to the Shadowguide, pick "Pay"
06) Go back to the Ghetto, talk to merchant in red robes
07) Keep talking to him, until he gives you his autobiography, 'MY WIZARDIN'
DAYS ARE OVER'
08) Return to the harbor
09) Speak to the Shadowguide
10) GIVE 'MY WIZARDIN' DAYS ARE OVER' to the Shadowguide
(as Kian)
11) Walk straight, up the stairs and enter the tower
SETTING: MARCUIA
(as Kian)
01) Defeat the two rebels
02) Ask the Magical about the Scorpion
03) Exit the harbor to the Ghetto
04) Exit the ghetto in either direction
05) Exit Friar's keep
06) Walk straight down the path
(as April)
07) Walk up to Friar's Keep
08) Follow the right wall, there is a path to a small field
(as Zoë)
09) Knock on the cell door
10) Look at the door
11) Talk to Crow
(as April)
12) Make your way to the Ghetto
13) Talk to Roper Klacks, inquire about potions
14) Head back to Friar's Keep
15) Give SMOKE BOMB to Crow
16) Give ACID to Crow
(as Zoë)
17) Use ACID on the door
18) Exit your cell, you'll see a cutscene that the guard is distracted
19) Sneak throwing distance to the Guard
20) In Focus Field mode, use the SMOKE BOMB on the Guard
21) Take the PRISON KEY from the Guard
22) Use PRISON KEY on the door (right behind the Guard)
23) Walk down the stairs until you trigger a cutscene
24) Walk back up the stairs and talk to Crow
(as April)
25) Head to the Journeyman Inn
26) Speak to Benrime, she will give you a SANDWICH
27) Go back to Friar's Keep
28) On the right side of the door, there is a speaking tube, use it
29) The guard will open the door for you
30) Climb up the stairs, you will see the spiral stairs right on front of
you. On the other side is a gate, go open it
31) Walk straight into the small alcove where the boiler is
32) On the right side of the boiler is a dumb waiter
33) Pull the lever to open the dumb waiter
34) Place the SANDWICH into the dumb waiter
35) Use the lever again to send the sandwich up
(as Zoë)
36) From the cell, go through the gate and make your way down the stairs
37) Now you'll the guard go through severe food coma
38) Use the PRISON KEY on the gate
39) Sneak past the guard and continue down the stairs
40) Use the PRISON KEY on the gate
41) Go down another set of stairs
42) Reunite with April
(as April)
43) Right next to the main entrance, there is a door leading to the kitchen,
enter it
44) From the kitchen, go through another door to the storage
45) Push the large crate to the wall
(as Zoë)
46) On top of one of the boxes in the room, there is a ROPE, take it.
47) Climb the large crate
48) Use ROPE on the metal hook
49) Use ROPE to climb out
50) Follow April out
51) After talking to Crow, head towards the Journeyman Inn
(as Kian)
52) Defeat two rebels
53) Go upstairs and meet with Na'ane
(as Zoë)
54) While talking to Crow, choose: "Suggestions?" "Westhouse" then "Go"
55) Make your way to the South Gate Market
56) Walk around and Brian will call out for you
57) Approach Brian to start a conversation
58) After the conversation with Brian, open the door behind you
CHAPTER 9 - ALL THAT WE SEE OR SEEM... (CH09)
---------------------------------------------
SETTING: DARK PEOPLE'S CITY
59) Follow the Dark Person to the Library
60) Walk towards the desk to talk to the White Dragon
SETTING: SWAMPLANDS
(as Zoë)
01) Walk the very long but very linear path.
(as April)
02) Walk straight and climb up the ladder
03) Keep going forward and cross the bridge
04) Behind the first house, go down the staircase
05) Walk into the open area start a conversation with Kara
06) Walk up the incline behind Kara, only to go down an incline to the left
07) Now take a right to talk to Na'ane
08) Walk past Na'ane and just keep going as far as you can until you trigger
a cutscene
(as Kian)
09) Hug the right railing and go forward
10) Descend the staircase
11) Walk into the open area
12) Continue and walk up the incline and then go down an incline to the left
13) Now take a right to talk to Na'ane
14) Walk past where Na'ane was and just keep going as far as you can until
you trigger a cutscene
SETTING: WATICITY
(as Zoë)
01) Use the console
02) Go into the bathroom
03) Exit the apartment
SETTING: RUSSIA
04) Go right and turn left through the opening in the fence
05) You will see a silver shiny vehicle on the left side of the road
06) On the passenger front side, near the side-view mirror, there is an
access panel
07) Use the LOCKPICK on the access panel
08) After opening the access panel, use your mobile on it
09) Climb on top of the tires and boxes behind the vehicle
10) Climb on top of the vehicle
11) Stand near the front of the vehicle
12) You should be able to jump onto a fire-escape connected to the building
13) Climb up the ladder
14) Once up, you should get a cutscene showing a security robot
15) Follow the security robot, at the corner where it turns left, there is a
ladder there
16) Take the ladder to the roof
17) On this walkway is an old sign, knock down the letter "K"
18) Work your way to the broken skylight, while still being careful of the
robot
19) Now on a catwalk, have Zoë walk right until going down a set a stairs
20) Now climb the ladder down
21) At the production, floor, go around the assembly line.
22) There are two green lights on this side, under one of them is the power
switch
23) Open the power switch panel, and then press it
24) Go back to the other side of the assembly line, and enter the control
room, its the room that's mostly glass
25) Use the right control panel first
26) Have the winch go as high up as possible, then as far left as possible
27) Now, use the left control panel
28) Exit the control room, and go back to the other side of the assembly line
29) Go past the power switch and toward the other green light
30) On the ground is a ventilation shaft, USE the hook to clamp onto the grate
31) Go back to the control panel room and use the left control panel
32) Now that the grate is removed, go back and enter the ventilation shaft
33) Open the desk drawer and take the SMALL KEY inside
34) Use the SMALL key on the left locker
35) Inside is an ACCESS CARD, take it
36) On the right of the "bedroom" there is a card reader
37) Use the ACCESS CARD on the card reader
38) Enter and use the second card reader
39) Observe the Doll house and take the DATACUBE
40) Exit the bedroom
41) Use the card reader on the left side of the door to unlock it
42) Use the DATACUBE on the console of where the yellow chair is
43) Use the ACCESS CARD on the card reader on the glass door in the corner
44) Climb up the stairs and find the solid metal doors
45) Use the ACCESS CARD on the card reader to the left of the metal doors
46) Back in the production room, go to the exact opposite corner of the room
47) Under this green light is another door with a card reader
48) Use the ACCESS CARD on the card reader to the left of the Loading Bay Doors
49) Open the next door
50) Once outside, climb down the stairs on the right
51) On the left of the large gate, there is another card reader
52) USE the ACCESS CARD on the card reader to the large front gates
53) Open the door to the taxi
CHAPTER 13 - THE LONGEST JOURNEY (CH02)
---------------------------------------
SETTING: WINTER
01) Walk towards the black house
02) Take the stairs to go up
==============================CREDITS/THANKS===================================
First and foremost: me, for actually doing it. I've been wanting to do another
FAQ for a while, and since I have been anticipating this game forever a year,
and after the experience for writing the FAQ on Syberia II, I figure this is
the most logical one to do! It's certainly the first time I actually started
a FAQ before it's release!
Ragnar Tørnquist for creating a wonderful game. I loved the first one too!
Kevin Archer: For telling me where Chapter 9 begins.
César Bittar: For telling me the name of Chapter 9.
Maybe you: Find anything wrong with this FAQ? Any additional
advice? I'll add you here if you fid anything!
Just e-mail me at: nez777@yahoo.com
GameFAQs and CJayC for helping me so much with other games when I
got stuck. I hope this FAQ helps people as well.
11/16/09
WALK THROUGH: BALLAD OF GAY TONY
I am really excited about this game. Besides the fact that this is a short GTA game, it just sounds fun to see the backrooms and back dealings of a nightclub.
I am also curious to see how a ballad about the trials of a gay club owner sounds - will it have a house-beat?
This is a landmark game because it marks the first time that the star of a video game is a Dominican. Well first time since "Sammy Sosa High Heat Baseball 2001." By the way - "its so reaaaal" ([www.youtube.com]).
Disclaimer if I ever need to get security clearance or run for President, there are times in this game when you actually have to shoot a member of a fictional law enforcement agency. You must do it to advance the game. Therefore, since I am describing how to beat this game, I must write some variation of the phrase "kill the cops." I never, ever would condone that. I actually think that this game's plot (the story of a reformed convict who is putting his life back together by being a club bouncer) would be better serviced if he was anti-cop killer. So please Fox News, when you publish this document up on my inauguration night, don't clip out the phrase "kill all cops on the street" and say it is my master's thesis.
I have other walkthroughts on my site www.gameintestine.com and you should follow me on twitter /gameintestine
Lets start the game.......
I love LC =====================================
We hear whispering. A man,who is lying chest down on a shinny floor, says that he is going to take down these men. These men appear to be in the middle of robbing a bank; either that or they are hanging out in a ski lodge that is themed like a Bank of America. While the bank robbers take a moment to fight amongst themselves, the whispering man shows why unfettered application of the 2ND Amendment won't reduce crime: the other masked bad guy will just shot you. And he will do it with a shotgun. The bomb they planted goes off and then everyone screams and the scene transitions to the Grand Theft Auto Title Card.
After completely evading an investigator's questioning, the man who was laying on the ground and didn't pull out a gun walks away. He is Luis and he gets his grade-A, Saturday-night-live-esq strut on down a Liberty City boulevard. Along his walk we are treated to cameos by Niko Bellic in a passing car, Johnny Klebitz on a speeding motorcycle and Luis's mom on his cell-phone. His strut ends when a woman in a white blouse passes him and he gawks so obviously that we can be sure that he is not the one nicknamed "Gay Tony."
Luis buzzes in to an apartment and he is called upstairs. The place is a nice, pre-housing-market-meltdown style loft with exposed brick, track lighting and paintings of Japanese opera masks that look like they could be by Andy Warhol or Patrick Nagel. As Luis explores the space, a man in a white shirt greets him. Mr. White-shirt sets up his own exposition: he is a gay owner of two night-clubs. One club caters to the rich and the other to the gay. However, the club business is not good anymore.
Luis, who is his body guard and business partner, unsuccessfully tries to console him. However, Tony's bitching is cut short by two Italian men who help themselves in. Because this is a GTA-game, we can assume that they are mobsters. At gunpoint they commandeer Tony's money because he is late on his shady loans.
The scene resumes outside of Tony's apartment and he asks Luis to drive him to each of his clubs. They stop by the Hercules club and Gay Tony calls over the bouncer to ask him how the club is going. Not good. Tony says that the club business is going down and asks where his club-bailout money. That is a joke that is already old in real-life but because it is made in a video game, it seems shockingly current.
Luis and Tony stop at his other club, Maisonette 9. The club is themed like Beatlejuice with black and white stripes along all of the walls. There is a modest dance floor in the corner and some private booths along each wall. Tony releases Luis from his immediate bidding and tells him to work the club floor. For a high-end club bouncer, Luis sure does look like a high school quarterback who got to skip out of homeroom. Don't most clubs of this caliber ban sports wear?
The bouncer is keeping a couple guys from entering the bar. Based on their generically Latin-American accent they must know Luis. The bouncer says their style of dress is the reason for their restriction. Tony prances by and says that they all look bad, including Tony - which is what I was just saying.
Luis gets Tony's car and must take his pall back to their place of residence: Northwood. For a game named Grand Theft Auto there is an awful lot of car lending going on.
As they drive, they banter about the bad economy and how Luis is not making much but since he came back from prison Tony has been taking an interest in him for some reason. After driving them back to their 'hood, drive back to Luis's apartment.
Luis's apartment is a nice departure from the stained mattress and porno-mag coffee tables of typical GTA protagonists. Luis has a large book case filled with actual books, a picture of Luis or possibly a relative in a uniform. There is a platform bed, an Ikea lamp, lots of shoes, comic books. Looks like Tony had a hand in the decorating.
Before leaving do a couple of things to advance the mission
- Go to the bedroom and save your game
- Head to the full-length wardrobe and change your clothing.
- Sit at the TV and flip through them: The Internet is abuzz about Princess Bubblegum. Just don't watch it if your mom is in the room.
Head back outside to receive the text message from Tony. He needs you so drive over to Tony's House or to the club indicated club. You can find both of them by opening the map screen and zooming into the map. Tony's location is marked with a "T". Click to set a way-point on the T and you will be given turn-by-turn directions there.
PRACTICE SWING ===================
Difficulty - 6*
Enjoyment - 6*
Length - S
[www.youtube.com]
When Luis shows up to his apartment, Tony is a nervous wreck. Tony sold his business to two separate people and they both think that they own the clubs. Very casually Luis says that he will kill them if they actually think they actually own the clubs.
Drive Tony to the mistaken club owner: Rocco. Rock - as they call him - is at the river-side driving range and when they approach he is teeing up. He quickly slurs both of them in a barrage of derogatory terms. Luis offers that Rocco's club investment is not a good idea. He totally ignores the offer and instead says that he needs help beating up a union guy who is tied to the front of a golf cart. Surprising that Luis agrees to this. Wasn't it just 5 minutes ago that Luis said he would kill this guy and put him in the VIP room at the bottom of the West River?
You must hit the union guy 3 separate times. Here is how to aim and strike the Teamster:
- Aim using the control stick. Line the target up right on the guy.
- Hit the A button and to start the white line. Wait for the white line bounce off of the top of the meter and click A again when it lines up with the black bar.
- If you timed it correctly, the ball will land exactly where you aimed it.
- Rocco drives the Union guy around again to a new location, so re-aim and repeat these steps.
After you successfully hit the guy 3 times, the teamster's mob ties drive up.
- Hide out and shoot most of the mobsters.
- When prompted, jump in the golf cart, not the caged one with Rocco - head for the open-air one.
- Drive off and follow Rocco while avoiding the guys in the black SUVs. Don't worry about killing them all. Just flee.
Louie is Dominican.
By the end of it Rocco is still not conceding anything, they are not square on their club deal.
HOUR 1 - 5* -This is regular old GTA, nothing interesting done in the game play. I really like the character of Gay Tony though.
KIBBUTZ NUMBER ONE (Morey)
Difficulty - 8*
Enjoyment - 6*
Length - M
** Before starting this mission be sure to have a gun, preferably an automatic one. body armor would be good too.
On Tony's advice, Luis visits Mori. When we meet him, he is a short orange and q-tip headed mass of a man with a taste in Mark Rothko paintings and homo eroticism. He dismisses his younger brother for his lack of bulk.
Luis agrees to head down to the docks with Morey. He is here to renegotiate with some old business associates. They will not deal with him because he ripped them off, so the business associate, a guy who looks like he would have his own HBO comedy hour, starts shooting at Morey and Luis.
Quickly dive and take cover behind one of the pallets.
- Press Left Bumper to take cover and pop out only to shoot.
- Advance to the next pallet when the first line of guys is clear but stay to close to the right side of the dock (the side closest to the water) to avoid the guy launching grenades.
- By staying on the right side of the dock you can have a better view of the grenade launcher who is on the upper floor of the building. Take him out.
After you have killed everyone in the construction yard, a few remaining thugs flee to the boat. They make the classic GTA fatal flaw of leaving one more boat on the dock and leaving it stocked with sticky bombs.
Luis and Mori jump in and speed off in pursuit of the thugs.
- Drive the boat up on the right side of the slowest boat. Press A to toss bombs onto the boat then drift to the right of the boat to avoid the splash damage of the bombs.
- when clear press down on the control pad and the boat explodes.
- Repeat this with the other boats.
Morey, despite killing all of his clients wants to continue doing business, and doing it with Luis. Luis declines but Mori says he has no choice because he technically owns Tony and by the transitive rule owns Gay Tony.
CHINESE TAKEOUT (Tony) ===========================================
Difficulty - 9*
Enjoyment - 8*
Length - M
* Before starting this mission I recommend purchasing grenades. There are many
Luis heads into the club to see two business guys obnoxiously dancing with two women. My favorite move is when the bald guy points at his bicep barely to rhythm of the song. Luis ducks into the back room see Tony, as always, loudly negotiating something illegal. Together they leave for Dragon Heart Plaza because Tony still owes a few favors to Rocco.
When they arrive at the Dragon Heart, the scene switches to Billy Grey from the Lost and Damned bike gang dropping off some "smack." Do people still call it smack, and do they still do it? How retro! The recipient of this "smack" is a Chinese fellow. Just before the Lost and Damned guy leaves he lets loose with a barrage of passive aggressive digs at the buyers nationality. The subject of these barbs floats from filial devotion, capitalism, Chinese-style-Leninism to the financial crisis, and then the Korean war.
Mr. L+D leaves just as Tony and Luis arrive. The Chinese guy called them here because Rocco promised that Tony and Luis could help him acquire a liquor license for their under-construction house of ill-repute. Luis says they can't do it. The Chinese guy doesn't buy it and says that they can't leave until they settle on an agreement. Then to make it serious he pulls out a pistol. Despite the fact that I left Luis with a grenade launcher after the last mission, Luis kicks the gun out of his hand and punches him out.
The rest of the mission is a hallway rampage. Luis must lead Tony out of this Chinese market place. Here are some tips:
- There will always be a guy coming around every corner and up every stairwell.
- Have your gun pointed at every turn and get ready to shoot.
- Check your radar for red dots that indicate foes.
- Don't go running around the corners because after the first stairwell, the gunmen throw a grenade. As long as you hide behind the corner you remain unscathed.
- Use the grenades to flush out guys who are taking cover behind copiers and boxes.
Mommas Boy (MOM) =========================================
Difficulty - 6*
Enjoyment - 6*
Length - S
Relenting from the insistent cell-phone calls, Luis visits his mom. It is a nice place, cozy, with a 1970's sitcom look to it. Think Maude or The Jeffersons. Mom is sweet and is clad in a paramecium-print house smock. Another man is in the room who I hope is not a sugar daddy. His name is Mr. Santos. Mrs Luis's mom needed the money to pay the mortgage and instead of asking her hustler son she borrowed it from a loan shark.
She was late on her payment and so Mr Santos is here to squeeze the money out of her. After minimal negotiation, with this surprisingly pleasant loan shark, Mr. Santos agrees that Luis can settle the debt. It is unclear what this "settlement" is. Luis just has to follow Mr. Santos.
The loan shark leads him to the conveniently-located neighborhood pit-fighting club. To earn the money that is not coming from his mom, Mr. Santos is relying on Luis to throw a fight. Of course throwing a pit fight is quite easy from a video-game standpoint so you will have to actually fight these out to pass this mission.
The fights are one-on-one brawls with other guys who, I assume, are also fighting their way out of late mortgage payments. Please don't let Fox hear about this pit-fighting for debt-forgiveness unless you want to see "UFC: Troubled Assets" in the Fall lineup.
The first opponent is dressed in a soiled chef's jacket that is cut at the arms and paired with jazzy parachute pants. Based on the ensemble I assume he is the third-shift fry cook at a Lubby's cafeteria. Here is my method for beating him:
- Backup up until you are close to one of the cage walls.
- Lock on to the opponent by holding the left trigger and rotate around him.
- Start in with a series of kicks to push the opponent up against the cage wall.
- If you are lucky the toothless spectators will grab him freeing you to send an barrage of unanswered punches.
- I think the AI kind of breaks when he is cornered because if you continue to button mash with attacks he will fail.
When the cook goes down, the next fighter enters. You know he is tough because he has a shirt that says muscle.
- To beat him, use the same method of attack that use against the fry cook.
The third fighter is wearing a nice striped shirt and a clever pair of denim overalls that are sensibly rolled down to his waist. It is a clean look and the word "professional" seem all the more appropriate when describing him as a "professional fighter."
- To beat him, use the exact same method of attack as all the other fighters.
Luis beats all three opponents - a clear lesson that you do not F*CK with the bouncer at a gay dance club.
Quick to condemn Luis for not throwing the fights, Mr. Santos pulls him out of the pit-fighting club and in the back alley he pulls a knife on him. I can only hope that you have a gun to finish him off.
When Luis returns to his mother to tell her that her debt has been fulfilled, she scolds him for not taking better care of her and not being a baseball player. Seriously. Armando
CORNER KIDS (MOM) ===========================================
Difficulty - 8*
Enjoyment - 4* - stupid shootout
Length - M
While walking through his old neighborhood, Luis happens upon Armando and Henrique who are dealing drugs on a street corner. Luis is expressly disseminated that his childhood friends are stooping to such a lowly means of making illegal money. He even disregards their dealing style. Armando's rejoinder that Luis is just the fun boy of some club owner seems to hit a nerve with Luis. Instead of letting it slide, Luis gives a motivational speech that all GTA leads must give at some time that this is "Liberty Fucking City" and that anyone can advance as long as they try hard and makes something out of themselves.
Despite the inspirational speech, Armando and Henrique do not give up the drug trade and actually convince Luis to come along on their next big transaction. The three-some arrives in the shell of a brick warehouse. A lone tree stands in middle and under it is a man in a ball cap. Armando greets baseball cap man with a boisterous handshake that ends with them re-enacting the winning hit to a baseball game that never occurred. By the time the greeting is over the police begin firing on the place. Was this a no-bro zone? Are the police now anti-assembly?
As they desperately take cover behind the crumbling bricks one of the boys says that it was a setup. But by whom? I don't know. If this is really a super-shady drug deal maybe they shouldn't haven't picked a location that is open on all sides.
With seemingly little reservation, Luis becomes a cop killer as he shoots his way out of this drug raid. The Police have the place completely surrounded which seems like a heavy-handed way for arresting a couple of lowly street dealers.
- Aim at the cars to blow them up and knocking out the guys who are taking cover behind them.
- Advance to the brick piles and shoot any of them hiding behind the columns
- Move up to the columns and shoot out the next line.
Follow your friends to the next area and aim at the cops who are on the roof.
When the roof cops have been taken care of, take cover behind the burned-out car:
- Take out the cops hiding behind the SWAT van to the East
- Continue to your buddies and knock out the other clutch of cops behind the SWAT van.
The guys advance to the car and an attack helicopter hovers overhead. Somehow Luis acquires an RPG. Aim at the helicopter and it blow it up.
In what started out as a couple of thugs passing out dope quickly escalated to a full out act of terrorism using military-grade weapons. What happened? Is Rockstar satirizing themselves now? This mission didn't make any sense unless it was a joke about how over-the-top sandbox games have become.
After their night of massacring half of the police force Luis drops Armando and Henrique at their house and he says "talk to you later." The mission ends.
2 HOURS - 6* - it is more Rockstar, but some of the missions are overly ridiculous like Corner kids
SEXY TIME (YOUSUF) ==============================================
D - 8*
E - 7*
L - M
Luis enters Yousuf's apartment. The place is a garishly decorated with the trophies of a billionaire with the cultural sensibilities of a twelve-year-old. There are large TVs, framed sports memorabilia, arcade machines and in the very center, a golden scale model of Liberty City. The big screen TV seems to be showing a sunset with the end credits to another GTA game and as Luis circles the gold city, the TV aligns with it so it looks like the sun is setting over the model. He has arcade games.
He also has rooms full of ladies of ill-repute. He tells Luis about how they are so hot and then what he will do with them - which as you can image, would bot be something any of their fathers would like to hear.
Yousuf says he has dreams of running this city. As he talks, Yousuf drops the N-word like he learned to speak American from Boyz n the Hood or the earlier GTA games. Interestingly, Luis reacts negatively to this language and says that it is not cool.
Yousuf says that he wants you to steal a helicopter to show his dad that he can do something. This, somehow, can lead Yousuf to owning the entire city. As Yousuf says adieu, he yells upstairs "Ladies, prepare to suffer."
The helicopter you are going to steal is on a yacht so drive to the Marina so you can steal a boat to get out there. Park your car and before you head to the boat, catch a glimpse of the Statue of Liberty.
- Commandeer one of the parked boats by jumping to it and then pressing "Y"
- Head out into the harbor, the yacht is ways off-shore, just west of the statue of liberty
When you get close to the yacht, a cut scene shows you the patrol boat. To avoid it, position your boat so that the patrol boat is always on the opposite side of the yacht.
- Coast your boat to the back of the yacht,
- When close enough, press Y to stop driving the boat, then press the jump button. You are aiming for the rear platform that doesn't have any railing.
- If you fall into the water just swim over to the yacht's rail-less platform and pull yourself up.
When on board, the scene switches to a bunch of WASPS lounging in their yacht living room with their loose women and talking about being rich. The loud guy says this boat is called the Buzzard.
- From the rear deck of the boat, climb two flights of stairs to the top deck.
- The helicopter is parked on the back of the ship. Immediately jump in it and hold the accelerator trigger to take off.
- Fly the chopper away from the boat and towards the red spot on your radar.
- However, as soon as you get too far into the river, Yousuf commands you to head back and blow up the yacht.
*In the next part of the mission you might die several times. If you crash the helicopter too many times you will call Yousuf to tell him that it is a little damaged, he will forgive you but you will not get the chopper to him. If this is important to you, click the phone button and choose to replay the mission again.
You must hit the boat three times with missiles. It is hard to control the aircraft and aim your guns but here are some tips. Try all of them because what works for you may depend on your play-style
- You must hit the boat 3 times
- Fire your mini gun first to see where you are aiming. When you hit the boat, fire your missiles indiscriminately.
- Or, try aligning the flight path so that you fly down the length of the boat, point your mini guns downward and fire missiles rapidly. Maybe you will hit it.
- Or, hover along the boat's broadside. Hover just above the water and fire at it without moving.
- As long as you keep moving you should be able to avoid the missiles that are fired from the side of the boat.
The boat sinks in a slow, Titanic-esque way except that the crew falls into the river in matrix-style and there exploding lounge chairs.
Three patrol boats escaped so you must destroy them too.
- Fly low in order to see them. If you can see the texture of the water and the splashes from your mini-gun, you are close enough.
- Approach slowly behind the boats. When I got close enough I let go of the accelerator and let the momentum of the helicopter carry me to them.
- Start spamming the missiles and mini-gun. Rock the chopper up and down so that you spray them with bullets in a parallel direction with the escaping boats
- when the missiles come after you, jam on the accelerator and go straight up.
- Repeat
When the boats have been destroyed, fly to the indicated way-point and land the craft to complete the mission:
- You can shoot rockets at the city with no consequences
- The helicopter pad is on the top of a medium-height sky scrapper on the east side of Manhattan I mean Algonquin
- To land it, try and slow down to a near hover.
- Slowly inch towards the rooftop
- move the camera with the right stick to make sure you are on target
- Press the break to slow down the prop and slowly land it.
Yousuf is obsessed with what they won't sell him.
HOUR 3 - 6* - the missions are starting to get more interesting and I like the Yousuf character
BANG BANG (TONY) ========================================================
D- 8*
L - Medium
E - 6*
From the title I know this one s going to be about sex. Luis is in Tony's loft again and a guy with frosted hair is listening to "man eater." Get it? Heh. Evan is they quintessential gay boyfriend:a Schrodinger's cat of relationships. One who is simultaneously involved with Tony and on the outs with him. Tony is in the bedroom, sleeping, drunk, or high, or drunk and high.
Disappointed, Luis comes to Tony's aid and wakes him. Even gets in the way and is generally not helpful so Luis headbutts him. When Tony comes-to he says that the union guys and Rocco are threatening to burn the club. Tony's idea of dealing with it is to blow up parts of the city. Well the Union controlled parts of the city. Tony wants to do it himself but understanding his current state of mind, Luis knocks him out so that he can do it himself.
The first stop is to bomb the crane of a construction yard. Select the sticky bombs, hold the right trigger to aim and fire them onto the crane's base. Do this 3 times, back away and detonate.
Next, follow the way point and keep going through it to jump onto the train tracks. As long as you didn't push the break while you were on the hill, you can land on the tracks with all for wheels on the ground. Drive down the tracks following the train. Throw the bombs out the window so they stick. Detonate it after you have put a couple on it.
I couldn't find a good way to get my car off of the track so at the nearest stop I jumped out of the car and ran for the nearest car. Follow the GPS to drive onto the tarmac. The targeted plane is stopped on the tarmac ready to taxi. Drive around it throwing bombs out the window. They don't have to stick to the plane, just around it. Drive away and detonate.
You then need to escape security. Driving around on the tarmac will not get you far enough away so you must find the nearest exit. Your security level is really high so try and stay outside of the red and blue circle that is indicated on your map. If you stick to long straight highways, you can get going real fast and escape the cops.
CLOCKING OFF: (MOM) ==========================================================
Luis's returns to his mom's now-paid-off house to find Armando and Henrique sitting on the couch. His mom is serving them a plate of something that looks like black mush. It is probably rice and beans. Luis calls these guys out so they can go on more hair-brained adventures. His mom complains that dealing drugs is not a way to make it out of their situation. Luis says that things will be OK because knows the good people form the bad ones. He then turns over a comically large bundle of cash which she gladly takes.
On the way to their drug-related destination Luis's cronies upbraid him for talking down to his mother and somehow the conversation quickly turns to talking about pussy.
Henrique needs Luis to help manage the couriers who are importing drugs from the boats. Of course, just like any GTA mission this one goes wrong and shooting will sort it all out. In this case a rival gang tries to steal their loot.
- From the water side dock, run and hide behind the blue shipping crate. Take cover here to shoot out the gang members who on the next floor up
- When they stop shooting at you, run up the stairs to the next level.
- Clear out this floor, make sure that you also shoot the guys who hide behind the parked gangster SUV. Head up the back flight of stairs to surprise the guys who are on the top floor.
- The top floor is wide open and gang members can hide behind all the cars and flat bed trailer there. Use your radar to identify where the guys are hiding.
With the gang completely murdered, return to the car. Two SUVs have been loaded up and Luis must follow the other car so they can stash them. Keep close so you don't get lost. The parking lot is just around the block.
4 Hours 5* - This game is alright it still feels like every GTA
High DIVE (Yousuf) ================================================
E - 9* - you get get on the top of the empire state building.
D - 8*
L - M
Yousuf is on his gold cell-phone phone and is pleading with his father. It seems that his dad is withholding money because of his predilection for prostitutes. This is one of those awkward moments when you have to listen to your friend's embarrassing phone calls but they give you that hand wave like "This will just take a minute, stay here" but you have nothing to look at or hide behind so you just have to stand there while they describe their bunions or last sexual encounter to their phone friend. If I were Luis I would go over to the arcade machines.
With the call over, Yousuf straddles a motorcycle game called Total Outrage and says that he was in Vice City. The rich were tacky there he says as he tucks his gold phone into his gold track jacket. Hey Yousuf has a painting that looks like a Roy Lichtenstein ([en.wikipedia.org]). I tried to look up the painting but I couldn't find it, I think the GTA designers just made a painting that looks like a Lichtenstein so they didn't have to pay royalties or whatever you have to. I think the GTA designers are using these quite obviously placed paintings to describe the characters. Morey had a Rothko painting which symbolized his brutish masculinity, Tony had his 80s style Warhol/Nagel paintings to symbolize his party lifestyle. I would say the Lichtenstein symbolizes Yousuf's childlike interests but expensive tastes. I figure he would buy this painting not because he appreciated the art and the pop-culture but because it seemed American and rich.
Yousuf makes Luis drive him to the Empire State Building doppelganger and drop him off so that he can meet his brother and an associate. However, Yousuf panics and says that Luis should go instead. So Luis heads up to meet them but they are totally panicked because the plan has changed. This was a setup to trap Yousuf and to escape, Luis pushes the bald friend Tahir off of the building. Ahmed escapes and the NOOSE (aka SWAT team) descends to finish what Tahir and Ahmed couldn't.
Use the exploding shells that Yousuf gave you to take out any troops that stand in your way. You can also use the shells to take out helicopters. Here is how to navigate the tower without getting killed.
- Do one loop around the tower, shooting out all soldiers and helicopters in your way. You need to make sure that there is no one left on the floor so they don't sneak up behind you when you move to the next floor.
- Behind the stairs on the first floor is a bullet proof vest, you need it.
- Head up the stairs to the next tier of the tower.
This tier is not too heavily guarded but still make sure you clear it out.
- Before you climb the latter, pan the camera up so you can see the next floor. The troops on the next floor shoot you before you can get off of the ladder.
- Do another lap around the next tier to clear it of soldiers. Shoot down the next helicopter too.
- Climb the next short ladder and do one more circuit around the tower.
- Climb up to the tall ladder that is on the tower's huge antenna. When the Empire State Building was constructed, this metal tower was added so that people could tether dirigibles to it. Back when the ESB was built, people actually though that blimps and balloons would be a viable form of transportation. I kid you not.
- At the next platform another helicopter appears, take it out too. I was lucky enough to be at this point as the sun was rising and I stopped to watch. There is no rush, Ahmed will not be going anywhere. Note: #EMERGENT GAME PLAY + 10
At the top, Ahmed cautiously gives Luis the parachute before being scared backwards and heads for the ground the fast way.
Jump off and press the jump button again to open the parachute.
CAUGHT WITH YOUR PANTS DOWN (Yousuf) ==============================================
E - 9* - you get get on the top of the empire state building.
D - 4*
L - M
If I were Luis, I would start bringing blinders every time I visit Yousuf. This time he is holding a golden machine gun and dancing over the golden model of Liberty City with a prostitute named Jonell. She stops to do a line off of Battery Park.
Yousuf is wearing a pair of underwear with a tiger that covers his python. He starts handing out money and says they are going to take over a NOOSE tank. Then a man walks in who is dressed in a white suite and middle-eastern head dress. He is accompanied by a body guard who looks like N'gai Croal?!?. It is Yousuf's dad. Comically he tries to disguise what he is doing. Pointing at the prostitute and Luis he says that married friends were just visiting and that he somehow lost his pants. Papa is disappointed in his son.
Thankfully Yousuf lets Luis go outside. Yousuf calls moments later to say that he has to stick around until he can give his dad the slip. Meet him at the Burger shot in Star crossing.
When Luis gets there, Yousuf lands a giant helicopter in the middle of the intersection.
Yousuf needs you to fly this choppers so that you can pick up an APC.
- Fly towards the red dot. The target is an air crane that is carrying the APC across the city. Fly close enough and Yousuf takes the controls so that Luis can equip a sniper rifle.
- Shoot the yellow bolts that are on the four outer corners of the APC. They are real small so you must zoom in to see them.
- Zoom in by pressing up on the left control stick.
- Try to shoot-out the bolts that are closest to you. After they are gone the APC starts moving wildly.
When the APC is free, jump out of the helicopter and parachute to the grounded APC. (Is that possible without getting decapitated?)
- The most effective way to destroy everything is to drive to one of the long, cross-town freeways.
- Hit the gas, and just hold down the fire button. While firing, turn the turret around backwards and aim at everything that moves.
- After you blow up enough cops, you are prompted to escape from them.
- Drive down the long freeways again, you want to stick to roads that are wide open so the NOOSE tank can pick up speed. Surface streets are too tight.
- After evading the cops, take the tank to the indicated spot
At the meeting place, Yousuf is in a crane. He picks up the APC to take it off-screen.
5 HRS - 8*
BLOG THIS:(TONY) =========================================================
E - 3* - cute jokes boring mission
D - 0*
L - S
Troy, the door guy, approaches Luis quietly. He confides that he wants to stop working Hercules and work at Maisonette 9. The gay club is hurting his chances with the women. Obviously Troy is not aware that many women prefer the clubs of gay persuasion because of their nearly no-pressure atmosphere, better dressed patrons, and near lack of insecure men. It can also be a great honor to take a girl to a GAY, BAR, GAY, BAR, GAY BAR ([www.youtube.com]).
Tony arrives, and asks Troy how the door is going. Troy says not good and Tony has a total freak-out. If I were Troy I would want to work there just for the chance that my boss would crap himself like Tony does so regularly.
Tony commissions Luis to drive him and Gracie to her house. As soon as they all hit the road, Gracie starts throwing her female parts at Luis who, without hesitation, turns down every offer. Tony interrupts the sexy-time-talk to complain that the Celebrinator, a gossip blogger, is speaking bad about Tony's clubs. Luis offers to check it out at the nearest Internet cafe.
After you drop them off and get to the indicated cafe, sit down at one of the computers and click on the Celebrinator link. The blog is a clear perezhilton send up, they even included the Microsoft-Paint phalluses. The top story gossips that Luis and Tony are so enamored with each other that Tony doesn't have time to run a decent club anymore. Click "comment" and Luis writes an open club invitation to a blogger. You don't have the option of writing "first!"
And yes, that is the entire mission. You just got fake-points for logging on to a fake Internet and placing a fake blog comment. The endless hall of mirrors of video game simulacra has bent itself over.
BOULEVARD BABY (TONY) ==========================================================
*Warning about this mission: If you don't have any guns because you got arrested or died, stock up on an automatic weapon and some body armor because there one is a lot harder if you go in unarmed.
The camera opens the on Maisonette 9 again and a Russian guy shows his ID and points at his card and his face and says "its me, see? see? see?" I am totally going to do the next time I get carded (Russian accent too).
Luis approaches the entrance and sizes up a woman who is in a short one piece with a pink stripe down the side. While she is at the bar, Luise whispers in her ear the camera cuts to a bathroom scene that proves that despite the rumors of the previous mission, Luis is not in anyway interested in Gay Tony. Maybe the reason Tony is having so much trouble filling his clubs is because the staff is using the bathrooms as their personal bath houses. What would the health inspector have to say? They did do it on the sink so there is a good chance they will wash their hands but GROSS. GROSS.
With the bathroom sink montage barely fading from my singed retinas, we switch to Tony who is having a one-on-one meeting in the back alley with a bottle of wine. After Tony's meeting, he heads back in to work his club. He stops by two guys who look a little bored. They are Russian (one of them was the see?, see?, see? guy). The Alpha (or whatever the first letter in Cyrillic is) male is Ray Bulgarin and wants to buy sexy-time with all the women in the club, even the actresses. Tony buys them a drink and calls in Luis to charm them so they don't actually try out their Russian method of courtship. Despite buying them a drink, they still don't like Tony but the do like Luis. Probably because he smells like woman's perfume and hand soap.
With more important things to do, Tony takes Luis to sabotage the rival club at Bahama Mama's. Rocco has a plan to force Luis to sleep with the club-owner's girlfriend while he is out of town. The ensuing chaos will damage the club. Luis resents the fact that he is being used as a crime-syndicate gigolo but he probably eager to see the Bahama Mama's bathrooms. Follow your way through the club to reach the girl who apparently has a GPS transmitter on her. To dance with her:
- move the two control sticks around, somewhat energetically, but treat them softly - like a lady.
- When the "HOLD" text comes up, hold the sticks where they were when you saw the text, and tap the triggers in time to the beat.
- When the the dancing is successful she pulls Luis into the backroom.
Despite not being in his favorite location, Luis slums it and settles for a BJ in the main office's black leather chair. Wouldn't you know, the club owner comes back and heads right for the backroom. The club owner punches his promiscuous girlfriend in the gut and after having enough time to pull up his pants, Luis stops him.
Switch to a gun and mow the club owner down.
6 Hrs.
FROSTING ON THE CAKE (TONY) ===========================
D 8*
E - 8*
L -
Tony has company. Evan, Rocco, and two women are all sitting around Tony's living room. Its board game night. Well if you consider a giant coke-mirror a board game. Tony is collapsed on the ground and despite the fact they are sampling his blow they are mocking him for being so wasted. Holy crap, the character that looks like Fran Drescher is actually voiced by Fran Drescher. Luis dutifully stands-up for Tony and helps him get cleaned up.
The party breaks up and Luis is tasked with driving Evan to the docks so they can receive two million dollars worth of diamonds. On the ride over Evan teases that he is taking over the business and that Tony really doesn't care about him. Luis's tension is palpable and Evan says it is because he is jealous of him.
At the docks Tony, Evan, and Luis meet the guy who is wearing a chef's smock. The guy, who they call the Chef, pulls over a little bag. With the diamonds and cache now within reach of each-other the two parties argue about the terms of the deal. Meanwhile a bunch of thugs sneak up on them. The problem with meeting in the docks is that there are so many shipping crates to climb over and around.
Tony and friends make the deal and grab the diamonds. The gang is after them though. Luis, hands over the driving to their driver and instead takes roost with a backpack full of bombs.
Your goal is to get back to the club without exploding. Do this by killing everything else before it has a chance to hurt you.
- Always check your radar so that you can anticipate where the bikers will be.
- Toss the bombs in anticipation of where the bikers will be so that you can detonate them before they have a chance to shoot.
After outrunning the gang, the police setup a blockade in the middle of one of the boulevards. Destroy the middle car and the rest of the blockade explodes into a slow-mo burn. This, however, queues the NOOSE tank.
- The tank is slow so lay a bunch of bombs on the ground in front of it. As it drives over them, detonate.
- Repeat this until the NOOSE is gone.
The police then send a helicopter.
- Aim the bombs high so they ark towards the distant chopper
- You don't have to stick the bombs on the side, just detonate them as they get close. Splash damage counts.
Finally while driving at a barricade, the driver (and Right Said Fred impersonator) is shot in the face. Luis takes control.
As soon as you are behind the wheel, drive as fast as you can through the barricade.
- You need the speed so you can out-run the cops.
- Continue to speed straight on through and hope that the cops are slow.
- When you get outside the blue and red flashing circle you are moments away from escaping. Keep an eye out for the circles that are hunting for you. Dip into side streets to avoid them.
- Just keep driving and don't stop.
- If that doesn't loose them, head for the nearest long boulevard so you can gain speed and outrun them. The idea is to find a runway where you can pick up enough speed to escape.
When the battle over, they soon realize that Evan ran off with the diamonds. Tony thinks he is dead but Luis knows better. Tony checks Evan's Bleeter (read Twitter) account and finds a transcribed, onomatopoetic, account of his death.
Blog This! part 2(Tony) ===============================================
E - 7*
D - 6*
L - S
With word that Tony has convinced the Liberty City's blogger, the Celebrinator into a borrowed helicopter, Luis meets them to teach him a lesson.
Jump in the helicopter and....
- Follow the red rings to fly over Happiness Island
- At the right altitude, Luis gives up the controls and starts punching the Celebrinator before pushing him out of the chopper
- Luis just wants to scare him so jumps out to grab him. Hold the left stick to dive. When you are close enough, he grabs a hold of him.
- As soon as you grab him, open your parachute.
- You must land on the island, if you are too far over the water, press the air breaks (L and R triggers) to float down more slowly.
You land together, safely and Rockstar ends this triumphant moment with a poop joke. Mission over.
By the way, to get off the island, head to the docks on the west side of the island. There are a few boats there you can use to float back into town.
Not so fast (TONY) ============================================
D - 10*
E - 3*
L - M
Back to the club and there is a long line waiting to get in. Troy, the door guy who wanted to move to Maisonette, doesn't care anymore that he is a bouncer at a gay club. Despite the fact that he looks like a cross between a Real World house-mate and a Edwardian-era dandy, he got his own reality show about his life as a doorman. It is actually a funny scene solely because of the great voice acting and the nonchalant motion capture. The way he points and waves-in patrons is the first time that I have ever laughed with digital puppet instead of at them. Also, watch the people waiting in line, they shake their IDs in a really funny way.
Luis arrives and Tony is drunk. He drunkenly philosophizes that the gay community is settling down and doesn't need him anymore. Instead of being self loathing slouches who got there kicks by wasting their money on clubs, they now are happy and in relationships.
Tony heard that the diamonds are still around and are being sold in a place called the Libertonian. He sends Luis off to go get them.
Fly the chopper to the Central Park area. From here I can see that the level designers chickened out and didn't add the Guggenheim. When you locate the neo-classical building that is the Libertonian, park the Buzzard between the sky lights on the roof. Get out and climb down the nearby scaffolding.
Luis peers through the window and spies six men who obviously didn't hear my multiple failed attempts to land a helicopter on the roof. They are deeply into the exchange of the diamonds. Hey! one of them is Niko Bellic. They brought two Jewish guys to identify the diamonds. They say they are authentic and then Luis opens fire. He kills everyone who isn't a speaking character or Jewish. One of the diamond IDers hides under a table and says he will split the diamonds with Luis if he lets them go. In response Luis just cracks him with the riffle but and takes all the diamonds.
At this point you can join a huge gun fight through a museum (one of my all time favorite video game settings) or you can just climb back up the ladder and continue the mission. If you are having trouble deciding, you should note that the dinosaur skeletons are completely destructible.
When you are ready to continue the mission, turn around and go back up the scaffolding that you took to get in here. Press Y to climb the ladder on the way out.
Climb back in the helicopter and get ready for the hardest mission in the entire game. This is classic Rockstar. Cool setup coupled with extremely clumsy controls. "Not so fast" is to BOGT as the RC mission is to GTA:SA. Get ready and don't throw your controller. I will try to help you to the best of my writing abilities.
- As soon as you have control of the helicopter go straight up. Don't bank or anything. You just need to get altitude for the next fight.
- Press select to zoom out so you can see more.
- When the first helicopter approaches hold B to get a view of it.
- The other chopper should approach you so don't try to chase it. Just rotate around so that your chopper is pointing at it.
- Turn by letting go of the accelerator a little so that it is only about 75% of full. Also, don't push the control sticks to the max or you will just start swinging around wildly. Everything has to be in little corrections.
- Hover when you are shooting at the other chopper. Don't try to turn when you are accelerating otherwise you will loose control.
- When you are facing the chopper, hold down both X and A at the same time.
- With luck you will hit the police copper with the missiles to take it out quickly.
With the first copper down, go straight up again. you need altitude.
- Press B to zoom to the two.
- Wait for the other choppers to approach and just hover.
- If you want to just turn around, hold back and the direction you want to turn. But don't pull the sticks all the way back. Just a little bit.
- Again, hold X and A and hope that you just hit one of them.
- Just keep at it you will get it.
With the choppers down, land the chopper where indicated.
Tony is there to meet you in a car - like he couldn't get a driver in his condition.
THIS AIN'T CHECKERS (MORI) =========================
E - 7*
D - 2*
L - M
After decimating his brother, Brucie, in chess and then pointing a finger-gun at his head, Mori says Check mate real slow. Then he brags that he also got into two Ivy League schools. This is all posturing and Luis is sick of it and he wants out of his commitment to him. So, Mori has set up a bet that will free Tony of his debt if he wins. If he looses, Mori gets everything Tony owns - including Luis.
The mission is a triathlon of skydiving, boating, and driving.
In the first leg the plane takes them up over Happiness Island.
Skydiving: As you fall, aim for the west side of the island. You get points for landing in one of the boats, so it is possible.
Boat race: Don't do anything crazy. In the long run your boat will out run Mori's. There are some real long straightaways towards the end of this race and you can pass him here.
Car race: Pick a car and follow the markers. You get nitro but you should only use it on the long straightaway. When boosting, tap the break to turn it off.
No. 3 (MORI)===========================
E- 2* - I can never tell where to go, I need checkpoints
D - 10
L - M
Hold on because this mission is a long, excruciating, onslaught of Mori. Luis hears enough of this tells Mori that he needs to should love his brother and he is being unkind. Moments before this turns into a PSA Mori, Brucie and Luis drive off to spend an afternoon together.
Mori could be the scariest monsters in all of video games - he represents high school. If designers want to make something that could out-scare a survivor horror they just need to tap into gaming's demographic true fears: bullies.
When they arrive at Mori's garage they split up and each take a vehicle. These are stolen vehicles and Mori is tricking you and Brucie into taking them to the ship yard.
God this sucks. You are going to fall off the pier a few times and loose the trail even more. Luckily they take the same path over and over again. Here is the best path from the start:
- The first major obstacle is to watch out for that taxi van that crosses the center line EVERY - SINGLE - TIME.
- Mori veers into the back alleys and river-side drive. You should go real slow in this part so you don't flip into the water. I depressed the accelerator at about 50% through this entire area.
- When you get to the jumps, you should speed up. But don't go so fast that you jump over the landing strip
At the end of the drive, the cars crash land in a flat bottom barge.
Mori encourages Luis to keep following him so that he can learn the ways. Luis, stunned, tells Mori off. Then Brucie accidentally roid-punches Mori in the face and they both cry.
GOING DEEP (BULGARIN) =======================
D- 8*
E - 4 *
L - L
Luis arrives at a quite nice house in the wooded suburbs. At the door, a guy in a track suit answers. Luis asks if Mr. B is there. The door guy looks around to the left and right walls of the house like the cops haven't figured out that every thug looks there when they are suspicious. But, because no one is there, john jumpsuit calls him in.
Ray says that the department of security enforcement is after them. He asks Luis to kill them. Luis balks but Ray posits that with enough money a man would cut off his own leg. Luis agrees and they head off for the garage where they will make their stand against the military team.
In the car ride over, Ray asks Luis, like every other thug in town, to leave Tony and join them. Luis says that at least with Tony he doesn't get locked up. Even though he totally should be.
Drive Ray's SUV to the garage and park it where indicated. After planting the bomb on the front of the vehicle, follow Ray to the empty parking space to hide
The NOOSE police team storms the vehicle assuming Ray is inside. When prompted, detonate the bomb to blow up the commander and half of his team. Ray encourages that they are all bad and they deserve it.
Eliminate the rest of the NOOSE squad using the following tips...
- As soon as the shooting starts, book it to the back corner of the garage.
- Hiding in the back corner prevents them from sneaking up behind you.
- Press the right bumper, to hide behind the cars. Although it might not seem like much, it protects you a bunch
- After the first wave, the cars start to get damaged. Watch the cars that you around you. If they catch on fire retreat further back. An explosion will take you out
- If you run out of bullets try to get in one of the parked cars, or if you can do it safely, the NOOSE van, and run over the cops.
ESCAPE
- When the coast is clear, glean the room for the armored vests and guns left over.
- After you clear out the cops, grab the NOOSE truck or better yet, the lighting fast BUFFALO sedan
- Take an immediate right out of the garage and head for one of the cross-town boulevards so that you can out run the cops.
This whole mission was to clear out the security protection that Maki has.
On the way out Ray teases Luis, tells him that his share in Tony's club is just an illusion so that tony can hang out with him. Luis is just security. Ray tell Luis that he will hire him and teach him how to make something of himself
8 HRS - The missions are more difficult and Rockstar's clumsy controls are showing.
DROPPING IN (Ray B) ===================================================================
D- 6*
E - 8 *
L - M
Luis walks in on Ray's man-servant, Timur, playing some nasty fuzz-tone guitar. Ray is dancing with his AK-47. Luis doesn't take to this Russians' sense of hospitality and nearly takes it out on Timur. Taking it all in stride, probably so they can get down to business, Ray orders Luis to kill the owner of the sought-after Hockey team, Maki Ashvilli. Luis balks. He takes a somewhat arbitrary stance that he is no hit men. A cop killer yes, but not as despicable as a hit man. Despite his objections, Ray forces him to get in there and kill and to take Timur with him.
On the way, Ray's personal thug has a philosophical debate with Luis as to whether he really is a horrible man. Despite what he says, Luis argues that he is isn't just a mindless killer.
The two killers board a chopper with the goal of dropping Luis onto the roof Maki's office building undetected.
Jump out of the chopper and aim for the Helli-pad on the roof-top.
From the roof...
- Shoot your way down the abandoned looking hallway.
- Jump down the elevator and be ready to turn around and fight the guys who are ready for someone to just drop down the shaft.
- Fight through the hallways and wind through the rooms. You can identify the doors that you can walk through because they have a triangle warning symbol on them.
- Open doors by shooting them. This allows you to have a clear shot into the room without sticking your neck out.
- After you get to the circular main desk, look behind the filing cabinets in the corner, there is a big, green health pack.
Mikil is just around the corner in a conference room overlooking Time's Square.
- When you kill Mikil, jump out the window, open the parachute and float down to time square. After 9/11 I truly thought that it would be a good public policy to equip all high-rise buildings with parachutes as an alternate to fire escapes. This mission proves that idea is at least partially feasible.
- When you land, find a car fast. The other body guards are right behind you.
- When you get the car, drive off and once you get a safe distance away the mission is over.
IN THE CROSS HAIRS (RAY B.)===============
D- 8*
E - 7*
L - M
This time Ray is without his trusty man-servant. He commands Luis to head for the rooftop downtown to protect Timur while he does something shady.
On his way out, Luis orders a sniper rifle knowing that he will be doing some precise shooting. But shouldn't, in the world of assassins, weapons be part of the contract? He must get paid for gas and mileage. Doesn't he? Why not weapons too.
When Luis gets to the building he finds a box. Inside is the head of the cook that sold them the diamonds. Those were Ray's diamonds and he is now trying to kill Luis.
At the top of the building....
- Duck and when they stop shooting, press the left trigger and zoom with the left stick.
- If you are locked on to a wall you cannot view the sniper scope.
- Check your map, the snipers are indicated with red circles. The arrows indicate their elevation relative to you
After the first set of snipers have been eliminated, Luis tries to get off the roof. It is locked and in flies a chopper.
- Hide behind the raised wall, it protects you from the snipers and machine gunners. Your first task is to get rid of the chopper.
- Instead of wildly chasing the chopper with your scope, hold the sights steady in its flight path. Fire when the chopper gets into your sights.
- Aim for the pilot to down the chopper or the gunner to protect your head.
After you shoot down the chopper, work on killing all the guys on the surrounding rooftop....
- Shoot chopper's the machine gunners first, then the snipers
- After the first wave the rest come trickling out like a bizarre Russian version of Mary Poppin's chimney-sweep scene. Except, of course, no dancing.
- When they are all killed, jump over to their roof top. More will pop out.
- Continue jumping from rooftop to rooftop towards the marker.
- When you get to the fire escape, clear out the guys below, and run down to the now vacant cars.
- Drive far enough away and you beat the mission
Luis calls Tony to apologize. He had met with the Russians behind Tony's back. The diamonds that they bought were stolen by the cook and Ray was just luring Luis into his trap to get back at him.
FOR THE MAN WHO HAS EVERYTHING (Yousuf) ========================================
Yousuf enters with his normal inappropriateness. Yousuf gloats that his ancestors built Ziggurat and this building that he is making now is going to be great. He says the building is going to be totally over indulgent and too expensive for anyone else.
Yousuf called Luis so that he could get a ride to his chopper. Yousuf wants a subway car and Luis is going to clear the way so that he can pick it up. It is going to be part of a huge resort in the Gulf.
Drops you off on an overpass. Stand at the marker, but
- Move slowly towards the front.
- Your main objective is destroying helicopters, moving to the front is secondary. As soon as you see one, start firing.
- Push down the left stick to duck. You must do this for the low bridges and particularly climactic scene about under a helicopter.
Yousuf comes in with his helicopter crane and grabs the subway car.
LADIES NIGHT (TONY) ==============================
E- 7
D- 7*
L - M
Tony is upset. Gracie has been kidnapped. Then they start bickering about who is a bigger junkie or low-life psychopath. Tony Grabs a gun and says that he was the one that is holding Luis back and tries to commit suicide. But the gun jams or was never loaded. Luis knocks him out and they run off to find Gracie.
Follow the car. Hold the B button to keep the camera centered on him.
- You don't have to follow too closely, and can maintain a pretty high altitude to avoid the buildings.
- When he heads into the tunnel, go to your map. The tunnel is that two-lane, dark grey line that heads west under the river.
- Follow that line, if you hold B it will kind-of track where the car is. I used my map to find the other end of the tunnel
- If you followed him to the other side successfully, he continues into a parking garage.
- Circle around the garage until he reemerges.
- He drives another two blocks to an apartment.
Tony "phones it in" and tells Luis to fly back to the nearby helipad.
Ladies Half Price (TONY)================
L -S
D - 3 *
E - 4*
Brucie is there at the door trying to get into Maisonette . He compliments you as an adventurer, a lone wolf, but with a sensitive side. Then Brucie arrives within an inch of getting fresh with Luis. He stops, gets offended, and covers saying he is not gay. Luis totally brushes it off instead of feeling like a insecure prick.
Luis takes Tony to the pier and so they can surprise the kidnappers by water. The kidnappers demand the diamonds in exchange for Gracie. Luis is fearful though because the Russians also want the diamonds and they will kill to get them back.
They land and Tony is determined to give the diamonds back. The captor is Niko Bellic. Gracie is gagged and Luis fabricates the exchange rules by putting the diamonds in the middle and sending Gracie over. It is a strange fusion of Red Rover, Red Rover and Snatch the Bacon.
Gracie asks why we didn't kill them. Luis starts shooting as Tony pops pills and runs back to the boat with Gracie to the boat. Nearly a firefight but Luis decides to skip the bloodshed much to the whining of Gracie.
PARTY'S OVER ============================
D- 9*
E - 7*
L - L
Rocco and his uncle are hanging out in the bathroom. They meet with Luis to tell him that Ray and the rest of the Russians are going after him but he can be appeased if either Tony or Luis is killed.
Luis leaves to find Tony. But as he enters the club, the Italians are already there holding Tony at gunpoint. Tony pleads that he is good for the money but Luis explains that one of them has to die. They throw Lou the gun and he looks Tony in the eyes apologizing. Just as Luis is abut to pull the trigger, he turns it on the old Italian.
Rocco, unscathed says that this carefully orchestrated plan is going to fall apart. The Russians are coming. He then runs.
And they do come flooding down the tiger-stripped stairs. Tony and Luis take safe cover behind a delicate bamboo railing.
- The Russians come pouring in by 3 or 4 waves.
- Each wave is made up of two types of guys: guys who blitz and those who just stand and shoot. The blitz guys are the most deadly because they come up to the deck and shoot you from behind.
- When the first part of the wave comes, don't even try to shoot the Russians. Instead, turn around so that when the blitzers come up the stairs you can take them out before they shoot. There are usually 2 blitzers in each wave.
- When the blitzers are done, turn around and blind fire at the guys standing and shooting. Be sure you have taken cover behind the pillar with the Maisonette 9 TV screens.
- Repeat this for each wave.
- If you need health, turn around, there is a med kit stapled to the wall in the corner.
After the waves are done, follow tony to the front door.
- Take cover behind the wall on the non-hinge side of the door - shoot it to open it.
- Blow up the cars first so you have some nondestructive cove later.
Tony says he is leaving, this is too much. He flees. Luis warns that they will still find him.
HR: 10HRs - 7* - Really exciting what to see what happens next
DEPARTURE TIME (T) ========================
Tony is drinking and packing. Luis verbally smacks him into hit. Then Tony holds it against Luis that he tried to kill hm. Luis says that it will always be the two of them against the world.
They head to Funland because the word is that the Russians are getting in a big Heroin shipment. Luis thinks that by shutting off their income stream he can stop them.
- Fight through this really cool ending level, so creepy.
- Shoot the ducklings which are the hidden H.
- When you destroy the last duckling, head back to clear out the other side of fun-land.
Timur yells at Luis and tells him that Ray is heading out of the country.
- You must kill Timur, but don't worry he never runs far and stops in a nearby corner.
- Follow the radar and head for the red dot. Kill him. He doesn't even turn into a Mecha-Timur or breath fire. He doesn't even have body armor.
Follow the map to the bike and head for the airport to get Ray. En route to the airport Yousuf comes back like Han Solo but in an attack chopper to protect Luis as he races to the airport.
When you get to the airport, Ray is taking off in his plane. Race down the tarmac and get close enough to start the cut scene. Luis jumps aboard.
In a modern-warfare-sort-of-way Luis shoots his way to the cockpit. Ray is there and holds a grenade threatening that if he dies the plane blows up. Shoot him despite the warning and the plane does, in fact, blow up.
Drive Luis to the park. He runs into a bum. In the scuffle he drops the diamonds. The bum finds them and gleefully dances off.
They sit around the giant globe sculpture and talk about their childhood dreams. It really is a great moment. They have a real hear-to-heart and congratulate themselves on keeping each other alive.
Yousuf comes running in swearing and slurring his way into convincing the two buddies to move with him and start club franchises around the world. The scene fades to gray and we say goodbye.
The credits roll as a crane shot pans over the globe. The music plays and it feels like the end to a Rodney Dangerfield film.
FINAL TIME: 11Hr 23 MIN 7* Good end mission, fantastic, cool ending.
- Zukalous
11/15/09
11/14/09
Special Thanks +ST
=======================
This section, at the top of the page, is reserved for anyone who has helped
me in any way with the creation of this FAQ, whether they contributed in any
significant way, provided information, gave me advice on writing this, or
even pointed something out!
This section is currently empty.
=======================
Table of Contents +ToC
===========================
0. Special Thanks +ST
I. Table of Contents +ToC
II. Updates and Version History +UVH
III. Introduction +INT (please read!)
IV. Controls +CT
V. Setting and Background +SaB
VI. Character Profiles +CP
VII. Enemy Index +EI
VIII. Scarab Locations +SL
IX. Weapons +WP
IX-a. Firearms +Fms
IX-b. Abilities +Abl
IX-c. Other Firearms +OF
X. Walkthrough +WT
X-a. Great Expectorations +GE
X-b. The Soda Bomber +TSB
X-c. Buzz Kill +BK
X-d. Stick Up +SU
X-e. Histamine Field +HF
X-f. Bug Day Afternoon +BDA
X-g. Pier Pressure +PP
X-h. Downtown Showdown +DS
X-i. Honey Train +HT
X-j. Railroad Typhoon +RT
X-k. Home for the Hominids +HH
X-l. Revelation #9 +R9
X-m. I, Robobug +IR
X-n. Ka-Bloom! +KB
X-o. Soda City +SC
X-p. Fear Factory +FF
X-q. Call Me Honey! +CMH
X-r. An Explosion of Cherry Flavor! +ECF
XI. Glitches and Oddities +GaO
XII. Frequently Asked Questions +FAQ
XIII. Contact Info +CI
XIV. Legal Stuff +LS
(Note: Additional sections
may be added in the future.)
===========================
Updates and Version History +UVH
=====================================
10/26/08 - Version 1.0
========
Done! Here it is, version 1.0 of my Insecticide
FAQ. I may add more content in the future, but
for now, it's finished and ready to sumbit to
GameFAQs.
10/24/08 - Version 0.3
========
Finished the Enemy Index, Glitches and Oddities,
Character Profiles, and FAQ sections.
10/23/08 - Version 0.2
========
Over the last few days I've finished the basic
formatting for this guide, and about half of the
sections I have planned. Considering how small
the amount of time it would take to finish what
I currently have planned is, I may wait until
Version 1.0 is ready to submit this to GameFAQs.
10/19/08 - Version 0.1
========
The Walkthrough is complete, and contains all
Scarab locations. I think everything else should
be fairly easy to do after this.
=====================================
Introduction +INT
======================
Hello, and welcome to my Insecticide FAQ. I hope that you'll find it
useful, despite my bad writing. The investigation portions of the
walkthrough only cover the minimum that you're required to do to
complete the mission, while the action parts are comprehensive and
cover everything from Scarab locations to every time you can expect
an enemy to attack. As such, the writing in the action sections can
get stale rather fast, so I'll be accepting alternative versions of
each mission. If you would like to contribute, see the Contact Info
section of this guide. Please let me know if you find any factual or
typographical errors, or if you feel that anything needs clarification.
Some sections contain minor spoilers. If you would like to avoid these,
don't read about a weapon until you have it, and refrain from skipping
ahead in the walkthrough. Any major spoilers will be clearly marked.
In case you're inexperienced with conputers, or just unaware of the
fact, you can press CTRL+F to find content on the current page. Next
to each section in the Table of Contents, you'll see a two or three
letter acronym with a plus sign in front of it, such as +INT; type it
into the seach bar to find the corresponding section on the page.
(note: this feature is not case sensitive)
======================
Controls +CT
=================
Insecticide is broken into two types of gameplay, each of which
has its own control scheme. Unlisted buttons do nothing.
Menu
======
Control Pad - Scroll through menu
A Button - Confirm selection
B Button - Cancel selection
X Button - Erase file (file select menu only)
Touchscreen - Can perform Control Pad and A/B button functions
Action Level
==============
Control Pad - Walk, turn
A Button - Lock onto enemies within selected weapon's range
B Button - Jump, double jump
X Button - Look around with Control Pad
Y Button - Cycle between weapons
R Button - Use selected weapon*
Start Button - View pause menu
Touchscreen - Hold down to look around, tap to jump, select weapon
Investigation Level
=====================
Control Pad - Walk, turn
A Button - Examine object/initiate dialogue, scroll through text
X Button - Exit examination/dialogue screen, look around with Control Pad
Start Button - View pause menu
Touchscreen - Inspect/use evidence, examine scene, perform A/X button functions
* if close enough to an enemy, a kick attack
will be used instead of the selected weapon
=================
Setting and Background +SaB
===============================
Insecticide is set in the distant future, in the city of Troi.
Long ago, human geneticists developed crops that were resistant
to pests of all kinds. Unfortunately (for the humans, anyway),
the pests adapted and ate the crops, which it turned out were
genetically unstable enough to cause mutation in the consumers.
Over time, the arthropods and various other protostomes evolved
to become the dominant creatures on the planet; the humans weren't
so lucky. The same altered crops caused severe, lethal allergies to
form in them, killing off most of the species and forcing the rest
to seek shelter from the deadly pollen. By the time that Insecticde
takes place, humans, now referred to as Hominids, are an old and dying
race, and are considered to be inferior to the insects. Due to the toxic
pollen permeating the city, they must wear hazmat (hazardous material)
suits to survive.
The city's inhabitants are ruled by their addiction to Nectarola, a
soft drink made of pollen and nectar produced by the drone offspring
of Madame Haezzle Quinbee, the queen bee and CEO of Nectarola Co.
Shortly before the introduction of a new flavor of Nectarola, Manchurian
Cherry, a mysterious terrorist the press are calling "The Soda Bomber"
starts setting off explosive soda cans in seemingly random places around
the city. Though none of the bombings have been fatal, the case has been
delegated to Precinct 47's Insecticide division, headlined by veteran
detective Roachy Caruthers and his rookie partner, Chrys Liszt.
===============================
Character Profiles +CP
===========================
=Chrys Liszt=
Chrys is a rookie cop with a mysterious past, and the
protagonist of the game. She doesn't remember her past,
but has recurring nightmares that seem to be tied to it.
Her only possession from her former life is a photograph
of her as a child, standing with an unknown man. The name
Chrys Liszt is a play on the word chrysalis, which is the
type of pupa caterpillars become. The surname Liszt is of
Hungarian origin.
-From the Case File-
Height: 5'4"
Weight: 114 lbs.
Species: Unknown.
Weapon of Choice: Pollinator.
Affiliations: Roachy Caruthers' partner.
Notes: Chrys is a bit of an enigma, even to herself. Her
memory of her past is murky - possibly due to an accident
that she suspects has left her on her own.
She has disturbing flashbacks and te mystery haunts her
dreams, but she has yet to make any sense of it. It's her
quest to find these answers that caused Chrys and Roachy's
paths to cross. She is thoughtful, curious and tough, and
she makes a good detective without really having intended to.
She can stick to walls for brief periods of time and run
along them, is unfazed by a shot of bug spray that would
take down an insect twice her size, and seems oddly to be
one of the few inhabitants of Troi not totally obsessed
with Nectarola.
=Roachy Caruthers=
Roachy is a veteran detective, and Chrys' partner. Having
put some weight on around the thorax, Roachy isn't quite as
spry as he used to be, and as a result has been shot some
forty-seven times in his career. He was the lead detective
on the case of Madame Quinbee's egg-napping thirty years ago,
and while it remains unsolved to this day, she's never held
it against him. Roachy is a stereotypical veteran cop, with
a name to match. The name Caruthers originates from Scotland.
-From the Case File-
Nickname: Bullseye, The Donutator.
Height: 5'1".
Weight: 155 lbs.
Species: Cockroach.
Weapon of choice: "Amber".
Affiliations: Chrys Liszt's partner.
Notes: A cop for thirty-some years, Roachy is one of the
longest serving veterans on hte Troi P.D. Not that that buys
him respect or credibility with the big bugs downtown - Roachy
has always been a "street roach." He's approaching retirement
age, but Chief Chigger made it clear that the precinct would
close up and cut pensions if they couldn't find some bodies to
fill the desks and solve a few cases on the board. This lead to
one of Roachy's better ideas: recruiting Chrys to the academy.
He's been shot forty-seven times in the line of duty, but it
hasn't slowed him down much - even though cockroaches didn't
quite become the dominant species on the planet as most humans
predicted, they are nevertheless extremely durable.
=Madame Haezzle Quinbee=
Quinbee is the chairman and CEO of Nectarola Co, the largest
employer in the city of Troi. The single most recognizable
face in the city, she's getting on in years, but can apparently
still produce all of the drones required to tend to the pollen
fields. Her royal egg, which would have hatched into the heir
to Nectrola Co., was stolen thirty years ago. The name Quinbee
is a play on queen bee, while the name Quinn hails from Ireland.
-From the Case File-
A.K.A.: "Honey", Chairman Quinbee.
Height: 5'10".
Weight: Classified information. All previous medical records have
been sealed, and some sort of jamming device is rumored to
override previous attempts at gathering this data.
Species: Bee.
Outstanding warrants: None.
Record: None.
Weapon of choice: N/A.
Affiliations: N/A.
Notes: Roachy would kill me if he saw I even had his "girl" on
the suspects list. Not sure what gets into him whenever he's
around her, but he's definitely "distracted". Truth is, anyone
present during the murder, or even affiliated with the victim,
for that matter, is a potential suspect. Although I have my
doubts as to why such a high-powered executive like her would
stoop to getting her hands dirty offing a nobody like Buzzbee.
CEO of Nectarola Co, number one employer in the city, and maker
of Troi's most popular beverage/foodstuff. Nectarola is also
Troi's main export (not counting crime and weapons).
=Ozwald Mandias=
Ozzy is an old Hominid scientist, and seems to know about
Chrys' past. It turns out that he's the mysterious figure in
the old photograph; aside from that, very little is known
about him. The name Ozzy Mandias is a play on Ozymandias,
a sonnet about a long-dead, boastful king who considered
himself and his works to be the greatest things in the
world, though now all that remains of him is an ancient,
crumbling statue.
-From the Case File-
Nickname: Ozzy.
Height: 5'7".
Weight: 132 lbs.
Species: Hominid.
Weapon of choice: The non-sequitur.
Affiliations: Works for an unknown employer in an elaborately
outfitted lab at the top of Hominid City.
Notes: Ozzy is a talented scientist, whose faculties have
declined somewhat over the year due to pollen exposure. He
works in a solitary facility that seems to be a genetics lab,
a demolitions facility, or both. The equipment there costs more
than everything else in the underground city combined, but what
Ozzy is using it for is a mystery. He seems to be holding back,
no doubt because of the security cameras trained on him 24/7.
One thing for certain, though, is that he seems to know a lot
about me and is somehow connected to my mysterius past.
===========================
Enemy Index +EI
====================
What's an action game without memorable enemies?
An action game without memorable enemies, is what.
While only time will tell how memorable your foes
in Insecticide are, you should at least remember
how to deal with them while playing.
Regular Enemies
=================
=Spit Bugs=
Spit Bugs use their own noxious oral secretions
as a weapon, and will opt to spit at you from afar
rather than risk close combat. As you only find them
in one mission, your options for fighting them are
limited. Just dodge their spit, and return fire with
the Pollinator. The group you that encounter call
themselves The Spit Fires.
Ranged Attack: Toxic spit.
Close Attack: Targeted toxic spit.
Note: At close range, the Spit Bugs' attack is much
more accurate than it is at a distance.
Notable Members: Artie Phlegming, Jimmy Spitzler
Missions: Great Expectorations.
-From the Case File-
A.K.A.: The Droolers.
Species: Spit Bug.
Outstanding warrants: They're all wanted for something.
Record: As long as their antennae.
Weapon of choice: Toxic saliva.
Affiliations: They're affiliated with no one, they run
with the wind (although they try not to spit into it).
Notes: Artie's gang. They're tough as spit, with attitude
to match. The toxic saliva is bad enough, but after some
"friends" gave them extra firepower, they were especially
dangerous. Didn't do Archie much good though when he was
staring down the grill of a speeding delivery truck.
=Stick Bugs=
The Stick Bugs that associate with Stix call themselves
The Javelins. They move quickly, hit hard, and play dirty.
They only appear during the Stick Up mission, so the best
way to handle them is to dodge their attack and close in
for a shot with the Nectar Blaster.
Ranged Attack: Beetle Busters.
Close Attack: Shin kick.
Note: Stick Bugs wield a Beetle Buster in each hand,
for a total of four. The Beetle Buster is a
hard-hitting laser pistol, and four of them at
once is almost like a Nectar Blaster.
Notable Members: Jimmy "Stix" McGillicuddy.
Missions: Stick Up.
-From the Case File-
A.K.A.: Trouble.
Species: Stick bug.
Outstanding warrants: Across the board.
Record: They all got 'em.
Weapon of choice: You name it, but they prefer Beetle Busters.
Affiliations: Sometimes been known to run with
biker gang A Touch of Weevil.
Notes: These guys pop out from behind light posts when you
least expect it, then disappear just as easily. Their turf
is most of the West side near the warehouse district and the
bay. They're mostly small time thugs and gun runners, but
there's a rumor that some of them are deeper into a big
weapons smuggling operation.
=Mechsquitos=
There's not much to say about Mechsquitos. They're outfitted
with antique pistols, and attack in groups of two or three in
wide-open areas. The best weapon to use against them is the
Nectar Blaster, as its shots are able to hit more than one
enemy at once.
Ranged Attack: Antique pistol.
Close Attack: Same.
Notable Members: N/A
Missions: Pier Pressure, Home for the Hominids,
An Explosion of Cherry Flavor!
-From the Case File-
A.K.A.: Buzzguns.
Height: 6".
Weight: 1.3 lbs.
Species: Robots.
Outstanding warrants: N/A.
Record: N/A.
Weapon of choice: Antique pistol.
Affiliations: Robobugs carry a small hive of these in a
compartment in the back of their suit.
Notes: Robobugs set these guys loose at the waterfront.
They home in on you with a built in GPS, like a flying
pistol with radar. These bugs will swarm and catch you
when there's no cover.
=Robobugs=
Robobugs are the main enemy in the game, so you'll be
seeing a lot of them. They use Nectar Blasters, you might
want to avoid the direct approach. The safest way to handle
them is to hit them with mold spores, then wait it out. If
you aren't so patient, or don't have adequate cover, a shot
from the Nectar Cannon will usually take them out. In the
later stages of the game, you can use Brain-Freeze or Total
Confusion from behind cover to avoid taking damage.
Ranged Attack: Nectar Blaster.
Close Attack: Backhand.
Note: Robobugs will normally attack with Nectar
Blasters just like the one you use, but if
you get too close they'll backhand you.
Notable Members: None.
Missions: Pier Pressure, Downtown Showdown, Railroad
Typhoon, Ka-Bloom!, Fear Factory, An Explosion
of Cherry Flavor!
-From the Case File-
(Note: The file for Robobugs changes almost
every mission, each time with spoilers, so
I've chosen to use their initial entry.)
A.K.A.: What the heck is that?
Height: 6'7".
Weight: 413 lbs.
Species: Unknown.
Outstanding warrants: Wanted for destruction of the Dewdrop
Trough, interfering with the arrest of
a suspect, and assault with deadly force.
Record: Unknown.
Weapon of choice: Nectar Blasters.
Affiliations: Unknown.
Notes: The facts are that these "things" busted up the
diner, grabbed my perp, and used deadly force to prevent
us from capturing or questioning them. That's nothing
unusual for a night in Troi. What's unsuual is their
strange mechanical suits, and the fact that I've seen
them before... in my recurring nightmares!
=Appliance Bugs=
Appliance bugs are unique in that they serve as both
enemies and weapons. They attack with a laser, which
while hard to avoid, doesn't do much damage. A single
shot from any weapon or a well-placed kick will stun
them, allowing you to pick them up and use their laser
pistols. They will continuously spawn from their nest,
so destroy it if you want to stop the flow.
Ranged Attack: None.
Close Attack: Targeted laser.
Note: Probably due to their size, Appliance Bugs have
the shortest range of any enemy in the game.
Notable Members: None.
Missions: Railroad Typhoon, Home for the Hominids.
-From the Case File-
A.K.A.: Ouch, that stings! Wrong number.
Height: 7".
Weight: 1.5 lbs.
Species: Robot.
Outstanding warrants: N/A.
Record: N/A.
Weapon of choice: Remote operated mixer cooled laser
pistol with telephonic pulse.
Affiliations: Part of the Hominid Security and
Telecommunications Network and comes with
a Good Homemaker gold star rating.
Notes: A nasty little critter cobbled together from misc.
spare telephones, irons, mixers, remote controls, and other
electronics and appliance parts, strapped together with duct
tape, and outfitted with a laser pistol. If you can stun one,
you can pick it up and strap to your arm to use as a weapon.
=Hominids=
While slow-moving, Hominids use bug spray guns that emit a
continuous stream, which have a surprisingly long range. They
almost always appear in groups of three, but aren't very good
at covering each other's backs. At close range, some enemies
have a strong attack designed to knock you back; not only do
Hominids not have one of these, but due to a glitch, they're
unable to hurt you at all. At extremely close range, the bug
spray guns can't hit you unless you jump or attack.
Ranged Attack: Bug Spray Rifle
Close Attack: None.
Note: At extremely close range, Hominids are unable to attack.
Notable Members: Ozwald Mandias, Carson Gabwell Jr.,
Unidentified Hominid (in cell)
Missions: Home for the Hominids, Revelation #9.
-From the Case File-
(Note: This section contains spoilers.)
A.K.A.: Those freaks in the plastic wrap helmets.
Outstanding warrants: Unknown.
Record: Unknown.
Weapon of choice: Semi-automatic compression projection
bug spray rifle.
Affiliations: Unknown.
Notes: Their makeshift metropolis was built using scrap
metal and train parts, but it's well organized and seems to
be the base of operations for Robobug excursions. The bigger
mystery, though, is their use of the strange symbol and its
connection to the crate on the train and my past.
=Beebots=
Beebots prefer to attack from afar, but will close the
distance if you take cover. If you're able to hit them
with Total Confusion, it will help a little; otherwise,
they take two hits before going down.
Ranged Attack: Optical laser bursts.
Close Attack: Same.
Notable Members: Beebot Chef #22.5, "Tinny Tim" (murder weapon)
Missions: Ka-Bloom!, Fear Factory, An Explosion of Cherry Flavor!
-From the Case File-
A.K.A.: The Nectarola Mascot.
Height: 4'9".
Weight: 685 lbs.
Species: Robot.
Outstanding warrants: None.
Record: None.
Weapon of choice: Twin corneal machine cannons.
Affiliations: Works exclusively for the Nectarola Co.
Notes: (Update: These guys aren't so beloved anymore.)
Watch out for those eye cannons! The beloved Nectarola Beebot
is a spokesbot universally adored and trusted by the cirizens
of Troi. First appearing in a commercial several years back
for the ill-conceived E.Cola, the Beebot nevertheless rebounded
into Troi's hearts after securing a supporting role in the new
ad campaign featuring Quinbee herself as spokesbug. The Beebots
are quite accomplished dancers with a pleasant speaking voice
and a lovely tenor. Spare parts are hard to come by.
=Bees=
(Note: This section contains spoilers.)
Two of these drones are summoned by Quinbee with yellow
pheromones during the final battle on the roof of Nectarola
Co. in the mission "Call Me Honey!". They use Nectar Blasters
and, when you're close enough, will punch with two of their
four arms. If you use Total Confusion on them, they'll attack
each other and Quinbee, but she'll kill them after only a
few seconds.
Ranged Attack: Nectar Blaster.
Close Attack: One-two punch.
Notable Members: Cecil Bee, Buzzbee, Dr. Pharkus Swellbee.
Missions: Call Me Honey!
-From the Case File-
(Note: As there is no file specifically for the drones
you fight, I'm using the one for the Bee Guards.)
A.K.A.: N/A.
Species: Bee.
Outstanding warrants: Unknown.
Record: Unknown.
Weapon of choice: Surliness.
Affiliations: They work exclusively for Quinbee and Nectarola,
and are rarely seen outside company property.
Notes: They're what's left of Quinbee's Apian Guard, and
part of the larger Nectarola Bee workforce, although recently
Quinbee's been seen mostly with Beebots. She claims it's all
part of her new "friendlier" image, but there are rumors that
it's actually because the Bee population is dwindling. Hard
to verify, as they've always been a secretive group and
Nectarola claims a majority of them working at one of their
many undisclosed Pollen Fields locations.
If you would like to see descriptions of the game's four
boss battles added to this section, just let me know.
(See Contact Info below.)
====================
Scarab Locations +SL
=========================
You've probably seen large, golden bugs sitting in some
out-of-the-way spots in the action levels of Insecticide
and thought, "what's this thing?". These are the Scarabs,
hidden tokens that will increase your health meter. There
are forty-five of them scattered throughout eight of the
game's missions, some of which are quite well-hidden.
=Great Expectorations=
Scarabs: 3
1. At one point, you will be faced with two Spit Bugs on
the roof across from you. Past them is a series of circular
platforms, the last of which holds a Scarab.
2. After the roof with the two Spit Bugs is a billboard.
Jump to it, then drop to the roof below and turn to the
right. A series of ledges leading down ends in a Scarab.
3. Just before the building containing the large fan, you'll
fight two Spit Bugs. Past them is a crate, behind which is
the mission's final Scarab.
=Stick Up=
Scarabs: 8
1. In the building you enter after walking on the wires,
turn to the left in front of the exit window for a Scarab.
2. Immediately after the building mentioned above, a Stick
Bug will begin shooting at you from a platform on the left.
On another platform next to his is a Scarab.
3. After leaving the cable car tracks, you'll be shown an
area to the left with a blue floor which is full of holes.
Walk past it and jump to the platforms on the right for a
Scarab.
4. In the building with the chain link fences inside, there
are three gaps in the wall to the left. Two of them are
linked by a walkway which holds a Scarab.
5. In the next area is a large stack of crates, and two
Stick Bugs. Next to the one on the left, behind a crate,
is a Scarab.
6. In a gap between buildings, you'll be introduced to the
concept of wall-walking. On the platform you wall-walk to
is another Scarab.
7. After the wall-walk area, you'll be attack by a Stick
Bug on the left. To the right is a platform with a Scarab.
8. In the final area, Stix is to the left of where you jump
down, while some shipping containers and Stick Bugs are to
the right. Behind the containers is the final Scarab.
=Pier Pressure=
Scarabs: 4
1. The first area is full of shipping containers and a few
Robobugs. There's a single small building with street lamps
around it, behind which is the first Scarab.
2. After crossing the crates floating on the water, you'll
find a stack of crates which you climb to get the Mold Spore
Launcher. Behind the crates is a Scarab.
3. Right after you get the Mold Spore Launcher, you'll take
a ramp down to an area with shipping containers and Robobugs.
Walk straight from the end of the ramp and past the containers,
then turn to the left to find an alcove with a Scarab in it.
4. On top of the ship, you'll find a red path which has cranes
swinging across it. At the end of the path is a walking wire
to the left, and a blue/gray floor to the right. Drop down to
the floor on the right to find the final Scarab behind the
shipping container that's sticking out.
=Downtown Showdown=
Scarabs: 4
1. To the left of the wrecked Nectarola delivery truck is a
short alley containing two Robobugs. On the left side (from
the entrance) is a Scarab.
2. There's a small gap between the wrecked truck and the wall
behind it; hiding in that gap is another Scarab.
3. Through the gate opened by the control panel is a ledge with
a ramp on it. On the left side of the ledge is a Scarab.
4. After breaking the first street lamp, you'll find yourself
on a balcony. To the left is the second street lamp, and to the
right is the roof of a building you're able to jump up onto. On
the roof, on the other side of the alley you started the mission
in, is the final Scarab.
=Railroad Typhoon=
Scarabs: 5
1. Turn to the right as soon as the mission starts for a Scarab.
2. Instead of heading into the executive lounge car ahead,
turn around and go into the caboose for another Scarab.
3. Immediately to the left of the door you came in through in
the executive lounge is a Scarab.
4. Immediately to the left of the door you came in through in
the dining car, between the wall and the kitchen, is a Scarab.
5. In the first passenger car, turn to the left just before
the door to the next one for the final Scarab, which had been
blocked from view before by a wall.
=Home for the Hominids=
Scarabs: 8
1. Early in the level you'll encounter three Hominids; one on
a platform, two on a raised ledge to the right. After getting
on the ledge, head back towards the start of the level for the
mission's first Scarab.
2. After the aforementioned ledge, you'll jump from an odd
structure made of circular segments to a roof. To your right
are two large pipes, with a Scarab visible on the other side.
Circle the building to the left until you reach the other
side of the pipes to collect it.
3. From the building mentioned above, follow a beam or pipe
to another, where a Scarab will be clearly visible to the
left of the red roofs.
4. When you come to the first walking wire after the red
roofs, ignore and walk past it for a Scarab surrounded by
four cans of Nectarola.
5. From the last Scarab, drop down to the right to a ledge
which holds another.
6. After the series of chimneys and beams, walk all the way
down to the end of the ledge/roof you're on to find a Scarab
on the right.
7. When you reach the long line of red walls you're required
to wall-walk on, do so on the right side, and at the end you'll
find a Scarab.
8. At the end of the stage you'll find a walkway, the left
side of which ends in the building with the strange symbol
above it. To the right is the final Scarab.
=Ka-Bloom!=
Scarabs: 4
1. In the first area of the greenhouse are large devices
that release a damaging spray of pollen. Past them, rather
than following the path to the center of the room, jump to
the platforms straight ahead for a Scarab.
2. At the end of the ledge with the control panel in the
first area, you'll find a Scarab.
3. In the second area, there's a Scarab hidden behind the
ramp on the floor.
4. After taking the wire to the central platform in the second
area, there will be a Scarab on a platform against the wall,
connected to where you are by wire.
=Fear Factory=
Scarabs: 9
1. In the first room, Robobugs will attack from the left
as you're crossing the crates floating on the Nectarola.
Floating in the air between the crates they're standing
on is the first Scarab.
2. In the next room, after activating the control panel,
turn around and jump back to the shipping containers to
find a Scarab, which had been blocked from view before.
3. In the next room, there's a Scarab behind the vat of
Nectarola straight ahead from the door.
4. In the same room, there's a raised walkway leading
to a door on the right. To the left, behind a yellowish
support column, is another Scarab.
5. In the room after the next one, drop to the floor,
where you'll find a Scarab under the suspended walkway.
6. In the same area, stay on the floor and walk all the
way to the other end of the room for a Scarab.
7. The next room is full of small platforms; take the
path to the left to reach a Scarab.
8. The next room has two paths- take the lower one,
then in the next room wall-walk to the left and cross
the pipe for another Scarab.
9. In the second-to-last room, you're required to
wall-walk to a control panel. On the platform right
before the sign you wall-walk on is the final Scarab.
=========================
Weapons +WP
================
As ten and a half of Insecticide's eighteen levels consist
of run-and-gun action, you should know the weapons at your
disposal. In the final third of the game, firearms will be
replaced with Chrys' own pheromonal abilities.
Firearms +Fms
===============
=The Pollinator=
The Pollinator is your default gun, and Chrys' weapon
of choice. Long-ranged and light on damage, it fills
the role held by 9mm pistols in most other games. As
it collects pollen from the air to form projectiles,
the Pollinator never needs to be reloaded.
-From the Case File-
Manufacturer: AgGrow Firearms.
Notes: Standard issue Troi PD firearm; I don't leave
home without it. Some of the other cops prefer heavier,
less modern side-arms, but I like it because it's light
and fast and never gets tired.
The department manual says the Pollinator is powered by
4 solar photovoltaic cells, with a backup 9 volt battery
and air cooled manifold. All I know is, thankfully, it
never runs out of juice.
Technical Specs: Continually extracts pollen from the air
to create highly-explosive refined pollen "donuts" (about
the only kind Roachy won't eat).
Damage: Low.
Range: Far.
Magazine Capacity: Unlimited (self-recharging).
=The Nectar Blaster=
The Nectar Blaster functions like a shotgun, and is my
favorite weapon in the game. It fires blasts of hardened
nectar, and like a shotgun is only really effective at
close range. Nectar Blaster ammunition resembles a green
box with yellow spikes sticking out of it.
-From the Case File-
Manufacturer: Sweet & Kindle
Notes: I appropriated this piece of evidence from the
doorstep of one Jimmy "Stix" McGillicuddy, right after
he used it to shoot my partner. Roachy was ok though,
and Stix got away so there's no point in turning it
over to Chigger. Plus it kicks thorax at close range.
Technical Specs: Unloads a spray of hardened nectar;
good against groups of flyers. Not so good at long
distances, save this one for up-close-and-personal
sleuthing.
Damage: High.
Range: Close.
Magazine Capacity: 25.
=Mold Spore Launcher=
The Mold Spore Launcher is your best bet for safely taking
out large groups of enemies. The closest comparison I can
draw to it is an incendiary grenade; however, instead of
setting targets in the affected area aflame, it infects
them with deadly Mold Spores, which can be spread from one
to another. So long as the green mold splat is visible, it's
infectious. Mold Spore ammo appears as a green and silver,
somewhat isosceles trapezoid-shaped canister.
-From the Case File-
Manufacturer: Greensmere Industries.
Notes: Discovered in the Troi waterfront area; apparently
dropped by one of the Robobugs. I'll have to remember to
file a report on that, next time I'm in the Precinct.
Technical Specs: Launches explosive canisters which spread
infectious mold when they hit the floor. Infected victims
are also infectious, at least for the brief time they have
left. Good against groups of thugs.
Damage: Medium.
Range: Medium.
Magazine Capacity: 15.
=Histamines=
Also spelled "Hista-mine", these proximity-activated
explosives are best suited for taking out enemy-spawning
structures, and can be used to set traps or function in
a fashion similar to Mold Spores, allowing you to eliminate
enemies while remaining behind cover. Histamines resemble
thick brown discs, with four spikes sticking out from the
sides and eight holes which release toxic pollen.
-From the Case File-
Manufacturer: Sinublast.
Notes: Mayor Bloombug commissioned these to deal with the
Hominid vagrant problem, but they were outlawed after a
backlash from unintended targets. Still available on the
black market from low-level arms dealers like Stix.
Technical Specs: Proximity triggered explosive device that
shoots a blast of toxic pollen. Causes a severe allergic
reaction in whoever comes in contact with it. Hominids or
Insect, they all swell up like balloons. Arm, throw, run!
Good against enemies under cover.
Damage: Lethal.
Range: Close.
Magazine Capacity: 5.
=The Amberizer=
The Amberizer is a unique firearm, as it does little
to no damage. It's hard to say what traditional weapon
it's a parallel to, but the Amberizer's function is easy
enough to understand. It launches a globule of sticky amber,
which quickly hardens and immobilizes the target for a few
seconds. It seems to be based on Amber, Roachy's unique
pistol. Amberizer ammo is a basketball-size globe of amber.
-From the Case File-
Manufacturer: Jurassican.
Notes: Seems to be a heavy version of Roachy's unique
pistol. He's always been less than forthcoming about
its origin... I'll have to ask him what he knows about
this. Found downtown in the wreckage of a hijacked
Nectarola delivery truck.
Technical Specs: Shoots a rounded globule of amber that
envelopes and temporarily immobilizes the target; amber
is brittle and known to shatter.
TIP: Follow up quickly with a secondary attack, before
it wears off.
Damage: Low.
Range: Close.
Magazine Capacity: 15.
=The Nectar Cannon=
The Nectar Cannon is the favorite weapon of Hex, the
gadget-loving Wasp of Precinct 47's Insecticide division,
and with good reason. Similar in use to a rocket launcher,
it fires a stream of nectar that is lethal to almost all
normal enemies. Nectar Cannon ammunition takes the form
of a series of four flat pentagonal cartridges full of
yellow nectar, stacked on top of each other.
-From the Case File-
Manufacturer: Goldstream.
Notes: Hex tested one of these on Roachy... woulda killed a
lesser bug (but it did get Hex a 2 week suspension/vacation).
Not too many street thugs can afford a piece like this, or
afford to leave it lying in the street; gotta be carried by
someone pretty well funded.
Technical Specs: This heavy-duty weapon fires a lethal stream
of liquid nectar. Not much else to say about that, other than
"get outta the way."
Damage: Lethal.
Range: Medium.
Magazine Capacity: 15.
=Appliance Bugs=
Appliance Bugs are an odd sort of weapon, as they also
serve as enemies. Built by Hominids from scrap parts of
household appliances to serve as sentries, Appliance Bugs
will continue to spawn from their nest until it's destroyed.
Once an Appliance Bug has been disabled, it can be picked up
and used as a short-range laser pistol. Picking up additional
disabled bugs will reload your clip.
-From the Case File-
Manufacturer: Hominids, clearly! Plus I guess the original
appliance makers deserve some credit... HomniTelecomm,
BakersAide, and HouseMaster Appliances.
Notes: It's like an unholy marriage of watchdog and cake mixer.
Wish my appliances had this much enthusiasm.
Technical Specs: Patched together from various recycled
appliances and powered by a very single-minded intelligence,
these enemies may be picked up when stunned and fired like a
pistol until their ammo is depleted. These recharge in "nests"
and are deployed by Hominids as automated defenses. TIP: Taking
out a nest is the best insurance against future hassles.
Damage: Low.
Range: Close.
Magazine Capacity: 25.
Abilities +Abl
================
During the mission Revelation #9, Chrys meets a Hominid
scientist named Ozzy, who uses a gun-shaped instrument
to unlock something in her brain, allowing her to use
Pheromone-based hybrid abilities. Rather than requiring
you to pick up ammunition like firearms, the abilities
all use the same Pheromone meter, which will regenerate
with time, or can be instantly replenished by picking up
cans or kegs of Pheromones.
=Mind Blower=
The Mind Blower is unlike the other abilities in that it
doesn't give you control over the minds of your enemies,
but rather does physical damage to them with a concentrated
stream of Pheromones. The Mind Blower is similar in function
to the Nectar Cannon, but does less damage.
-From the Case File-
Manufacturer: I suppose I have Ozzy to thank for this
"ability", but it's not like he specifically outfitted
me with known powers... he just kind of combined DNA that
he thought would be cool and crossed his fingers.
Notes: When I grit me teeth and think about that irritating
whistling noise that comes out of Grubbs' nose when he eats,
this "power" just sort of... happens. Basically kills everything
in sight. I'm gonna have to watch out next time I see Grubbs,
though.
Damage: High.
Range: Far.
Pheromone Cost: Low.
=Brain-Freeze=
Brain-Freeze uses Pheromones to make enemies move, attack,
and react at one fourth of their normal speed for a short
period of time. Why its name is hyphenated and Mind Blower
isn't is one of the great mysteries of our time.
-From the Case File-
Manufacturer: Looks like another of my innate hybrid
"talents", although Ozzy's little probe gun flipped the
magnetic implant switch that was blocking this.
Notes: I concentrate on cold, and enemies freeze up.
Makes 'em move, shoot, and whatever else four times
slower for a period of time - kind of like Roachy before
his morning cup of coffee. Good for buying some extra
time to sort out my strategy.
Damage: None.
Range: Far.
Pheromone Cost: Moderate.
=Total Confusion=
Total Confusion is the game's most accurate portrayal
of how Pheromones work in the real world. When it hits
the targeted enemy, said enemy will turn on its comrades
for a short period of time.
-From the Case File-
Manufacturer: Yeah, like I said, I don't know who's
responsible, but I like it.
Notes: Causes enemies to turn on each other. Now that
I think about it, I might have been channeling this one
for years, considering some of the fights between Hex
and Grubbs at the precinct. And then there's Chigger's
screaming... maybe he's really a sweetheart. Or maybe not.
Damage: None.
Range: Medium.
Pheromone Cost: High.
=Cranial Combustion=
Cranial Combustion does just what it sounds like; it
makes your enemies' heads explode. It's Pheromone-based,
so it's unlikely that any actual combustion occurs.
-From the Case File-
Manufacturer: Same story, and I'm sticking to it.
Notes: I strain until my ears pop, and so do their heads.
This one takes a lot out of me, although not as much as
them, I suppose. Use it sparingly. Unless there's a room
full of criminals coming at you, of course, in which case
it's pretty effective. Did I mention their heads explode?
Preferrable against Robobugs, seeing as the head good stays
contained inside their helmets.
Damage: Lethal.
Range: Far.
Pheromone Cost: High.
Other Firearms +OF
====================
=Roachy's Pistol=
Roachy's pistol, which he calls Amber, is of unknown origin,
and seems to be unique. Chrys takes it from him at the end of
the game while he's under the influence of Quinbee's pheromones,
but having unlocked her own special abilities, doesn't use it.
-From the Case File-
Manufacturer: Jurassican Classic.
Notes: Roachy's carried "Amber" as long as I've known him.
Won't elaborate on how or where he got this unique weapon,
but it's pretty effective. Almost tailor made for slow-moving
Roachy, since it freezes enemies long enough for chubby to
catch up.
Technical Specs: Shoots a rounded globule of amber that
envelopes and temporarily immobilizes the target; amber
is brittle and known to shatter.
TIP: Follow up quickly with a secondary attack, before
it wears off.
Damage: Low.
Range: Close.
Magazine Capacity: 15.
=Beetle Buster=
There is currently little information available on
this weapon, as it is only mentioned in the case files
of Grubbs and The Javelins. The only time in the game it's
seen is during the Stick Up mission, where Stick Bugs show
it to be a relatively small, yet hard-hitting laser pistol.
The PC version of the game is called "Insecticide: Episode 1",
and Hex and Grubbs both seem to be pretty well-thought-out
for characters appearing in only a single level, so we'll
presumably see the Beetle Buster in future installments.
================
Walkthrough +WT
====================
Great Expectorations (Action) - +GE
=====================================
Sunday, 12:18 a.m.
Downtown Troi
Objective: Chase the arms buyer (Spit Bug).
Scarabs: 3
You'll start at the end of a short alley. Take note of the bottom
screen; the red and green bug in the center of the radar is you,
and the green marker is your objective. Below the radar is your
inventory, which at the moment holds nothing but The Pollinator (see
Firearms section). When you reach the end of the alley, Roachy will
tell you that he's going to be keeping in touch via the com-link
system. This just means that every so often he'll tell you what he's
doing, or give you advice. You don't have to read what he's saying if
you don't want to, but in combat sequences you'll be using cover a lot,
so it doesn't necessarily break the action. His input is often helpful,
or at least interesting.
Your suspect will take to the rooftops, so jump (B button) onto the
nearby crate, then onto the blue... building(?). When you jump onto
the green awning directly ahead, a Spit Bug will start spitting at
you. Wait until it gets close enough, then lock on to it (press the
A button). I recommend remaining on the awning and shooting (R button)
while jumping. Once it's gone down, follow the purple ramp forward and
to the right. Roachy will call in to tell you that you can do a double
jump by pressing B again while in the air.
Ahead (approximately one double jump away) are some round red platforms
on the side of a building. Take them to the roof, and you'll find a green
can spinning in place. This is Nectarola, the city of Troi's soft drink of
choice, and your health recovery item. If you took damage from the conflict
with the Spit Bug, grab the can (you'll consume it automatically); if not,
you won't be able to pick it up. Don't worry about saving it for later,
this is a short level, and there's Nectarola everywhere in the action
stages. Also, there's no punishment for falling to your death, and it
completely refills your health meter.
Take the ramp on the left side of the roof down to another Spit Bug
encounter. If you take damage, you can go back for the Nectarola, if
you really want to. Follow the red platforms to the roof, where you'll
find more Spit Bugs. Jump to the roof they were attacking you from, but
instead of following the perp, jump on the red platforms directly ahead
to get your first Golden Scarab. There are several of these bugs hidden
in each action level, and they will increase your health meter. Okay,
now you can get back to the chase.
Jump down onto the billboard with the Nectarola can on it, the down
to the roof. You can jump onto the red platforms, but if you turn to
the right you'll see several ledges, leading to another Scarab. Whether
or not you get it (oh come on, just get it), when you hit the first red
platform some Spit Bugs will spawn ahead of you and to the right. They
seem pretty far away, but you can lock on to both of them. When you get
off of the last platform, more Spit Bugs will spawn. This, however, is
your first chance to use cover. Lock on to one of them, then hide behind
the corner. After it attacks, press left to hop (Chrys hops when you're
locked on to something) from behind the cover, fire off a shot, then hop
back. Once you've dispatched them, collect the Scarab that's hiding behind
the nearby crate, then jump into the circular opening your arms buyer went
through. There are a few more enemies in here, and you'll have a chance
to practice shooting from cover on all of them. Once you're outside again,
follow the red platforms to the walkway (which is slightly lower than the
last platform), then to the arena-looking structure. You'll be given a
new objective: Take out the rest of the armed Spit Bugs to break through.
These guys are a bit more dangerous than the ones you've seen thus far, as
they're dual-wielding pistols that shoot a concentrated stream of nectar.
Utilize the available cover, double jump over nectar streams when necessary,
and grab Nectarola if you need to. Finish them all off to end the mission.
=====================================
The Soda Bomber (Investigation) - +TSB
========================================
Saturday, 5:18 p.m.
Precinct 47, Insecticide Division
Objective: Bring the case board up to date.
We've moved back in time seven hours, to find out what lead up to
Chrys chasing the Spit Bug and squaring off with a Nectarola truck.
Chigger, the chief of police, will rant about the case board having
none of the new data in the Soda Bomber case. It's your goal to gather
all of the missing data. Take note of the bottom screen again; where
the radar was before, you now have a large blank area that will display
the things you're investigating. The slots below that will now be used
to hold evidence.
Turn around to find a desk covered in coffee cups, donuts, and empty
Chinese takeout boxes. It, like everything else you can investigate,
has a magnifying glass over it- press the A button for a closer look
at this collection of cop cliches. The desk will appear on the bottom
screen; use your stylus to poke at anything that looks interesting.
Specifically, you can collect a donut from the box, and coffee from the
pot. Poke the pot once to make coffee, and a second time to take it. You
can poke each piece of evidence in your inventory for more information on
it... I recommend you do this to everything. Press the X button, or poke
the on-screen X icon, to stop investigating the desk.
From Chrys' desk, which is the next one in line, collect the Case
File and the tape recorder. You can now access the Case File at any
time from the pause menu, which contains all of the information you've
gathered on characters, firearms, suspects, and evidence. I recommend
checking for new information in it at the beginning of every stage, and
whenever you pick up a new weapon. The next desk is Roachy's, but he can't
be bothered to remember where he left the Witness List on an empty stomach.
Open his desk drawer to find the bottle of semi-dairy imitation-like coffee
creamer product. Talk to Roachy, then use your stylus to drag the donut onto
his picture. Do the same with the coffee, then the creamer, and he'll give
you the Witness List. The next two desks have nothing of interest on them
(read: can't be investigated), so check out the Case Board. The Witness
List goes in the top-right corner.
Talk to Grubbs, the big purple rhino beetle standing next to the
tv, and he'll make you help him write a rhyming report. It doesn't
really matter which words you choose, but if you want his report to
make at least a little sense, choose Posies, Tough, Stubble, Farthermost,
Shattering, Arresting, Dinky, and Verse. Bomb site photos in hand, move
on to Hex's desk. He's actually sitting on the Bombing Diagram, but is
too busy to listen to what you have to say. Drag the coffee pot to the
cup on his desk to fill it, then snatch the diagram when he jumps up.
Upon inspection, Chrys will recognize a symbol on it and pull out an
old photograph, bearing the same symbol, which will be added to your
inventory.
Finally, go to the holding cell in the center of the room, and talk to
the Hominid. Drag the tape recorder onto him to get his statement, which
is pretty useless, but yields one thing of importance- the name Artie.
You can go and talk to Chief Chigger if you want, but you don't have
to. Return to the Case Board and put everything where it belongs to
end the mission.
========================================
Buzz Kill (Investigation) - +BK
=================================
Saturday, 6:23 p.m.
Chairman Quinbee's office,
Nectarola Co.
Objective: Collect 4 pieces of evidence
There's been a murder in the Nectarola company! Quinbee, the company
chair, has requested Roachy by name, as they were both involved in a
case in the past. You can talk to Roachy, Quinbee and Cecil as much
as you want, but I'll only be covering what's necessary to proceed.
I recommend exploring every line of conversation and inspecting every
piece of evidence, but if you get stuck, read on. Start by talking to
Roachy. Once he's given you your objective, investigatethe scene of the
crime. Collect the script from Buzzbee's left hand and the nearby sandbag,
then inspect the script to get the paper clip. Inspect the paper clip to
unbend it, then head behind the stage. Ask the Beebot there to move, then
talk to Cecil, the large bee standing a few feet away. Have him move it to
either the right or left, then take a bow. Investigate the Beebot to get the
turnkey, then go up the stairs it had been blocking. At the top, you'll find
a locked box. Try to pick the lock with the unbent paper clip, then use the
resulting metal rod to dismantle the box's hinges. Collect the knife, then
follow the catwalk to the front of the stage. Cut the rope, go down to the
stage, grab the wing tip, and investigate the crime scene again. Use the
turnkey on the Beebot, then talk to Roachy to end the mission.
=================================
Stick Up (Action) - +SU
=========================
Saturday, 9:10 p.m.
Baystench District, Troi Westside
Objective: Chase Stix.
Scarabs: 8
Arms dealer Jimmy "Stix" McGillicuddy is on the run, and we're not done
questioning him. Immediately in front of the stoop you're standing on is
a new weapon- The Nectar Blaster (see Firearms section). Essentially the
game's shotgun, it's fatal at close range, but probably won't even hit your
target from a distance. Unlike your Pollinator, the Nectar Blaster requires
ammunition, which appears on-screen in the form of yellow boxes with green
spikes on the corners. To switch between weapons, press the Y button.
As soon as you step away from the stoop, a couple of Stix' cronies
will start shooting you with their Beetle Busters. It's fairly easy to
avoid- just jump around the shots, then use your double jump to close the
distance and fire off a shot in the Stick Bug's face. I'm only recommending
this because you're in a wide open space; you should always use cover when
you can. Go up the ramp by the large truck and dispatch the bug there, then
hop onto the truck and the following platforms. If you want to eliminate all
enemies in the stage, stay on the ground and walk past the truck, as two
stick bugs will spawn behind you.
Either way, from the platform step onto the wires. Don't worry
about falling off, if you go too far to one side Chrys will auto-correct.
Don't jump unless it's necessary, as you can fall off doing this. When
you reach the split in the wire, go to the right; the one on the left
leads to a brick wall. It's the same thing at the next split. When you
reach the platform at the end of the wire, a couple of Stick Bugs will
be waiting for you. Deal with them, then hop on the next wire and go
through the window you saw Stix use. Take out the bug here and collect
the Nectar Blaster ammo if you need it. Before leaving the room, turn
left at the exit for this stage's first Scarab. As soon as you leave
the room, another enemy will start shooting at you from the left. Deal
with him, and get the Scarab on the platform next to his. Return to where
you were when he started blasting you, then jump onto the slanted roof
directly ahead, which holds another bug. Jump onto the platform with the
rail going around it, then onto the pale pink triangle where wires meet.
You have to make your way across the wires here, while every so often a
cable car will pass by underneath, which you must jump over. I recommend
moving to the far wire, as the cars are coming from the direction you're
going, meaning you'll see them long before you have to jump. Get off at
the railed platform at the other end of the tracks, then mount the ramp
directly ahead. There will be an enemy waiting for you, and another soon
after. Once you've dealt with them, the path through the second half of
the level will be to the left. However, there's another Scarab (and a
spawning enemy) on a platform to the right.
The next area is full of crates, and the floor (roof? where are
we by now, anyway?) is full of holes. Take out the spawning enemies,
then proceed to the next area, with is full of bugs and chain link
fences. The fences are actually cover, and neither you nor your enemies
can shoot through them. Go through one of the openings on the left to
find a small walkway with a Scarab on it, then go to the end of the room
and out onto another similar walkway (this one sporting a bug) to get to
the next area. Two bugs should immediately start shooting at you- there's
a Scarab right next to the one on the left. Use the crates to jump to the
upper area, then work your way past the swinging red cranes. On the left,
you'll see some platforms sticking out of the wall. As Roachy said, it's
too far to jump to the last platform, which has a Scarab on it, so you'll
have to wall-walk. Areas where you're able to wall-walk are denoted by
large, usually cream or yellow-colored signs. To wall-walk, just move
toward the sign while in the air. A Stick Bug will sometimes spawn around
the next corner, but whether enemies will spawn, and sometimes whether
they'll stick around when you leave the area, seems to be hit-and-miss.
Anyway, when you step into the next area, you'll be attacked from the
left. Dispatch the bug, then turn to the right to find another Scarab
two platforms away. Go back to the left, and when you reach the end of
the downward-sloping ramp, jump to the blue platform below. Be wary,
though, as a bug will spawn as soon as you jump. Cross the wire, blast
the bug that appears, jump down to the truck, then down to the ground.
Take out the bugs that shoot at you, grab the final Scarab from behind
the shipping containers, and confront Stix to end the mission.
=========================
Histamine Field (Investigation) - +HF
=======================================
Saturday,10:02 p.m.
McGillicuddy's Warehouse
Troi Westside
Objective: Interrogate Stix.
Stix claims that he wasn't involved in Buzzbee's murder, but that
the guy he sold the Histamines to would be at a diner at around eleven.
Why does this even count as its own mission?
=======================================
Bug Day Afternoon (Investigation) - +BDA
==========================================
Saturday, 10:51 p.m.
The Dewdrop Trough
Objective: Find Stix' Buyer.
The buyer you're looking for is someone who had to have been here
last night. Talk to Millie, the snail running the cash register, to
learn that the receipts from last night are sitting on the empty table
by the exit. Examine the counter in front of her for the contest forms
and pencils, then go talk to the customers. You can check out what's on
their tables and interrogate them on where they were last night, but all
you're required to do is give them the contest forms. Either way, once
you've distributed the forms go have a chat with Millie. When you're done
with that, collect the forms by looking at each customer's table, then
place them next to the receipts on the table by the door. Poke the forms
and receipts to shuffle through them, until you find a match- Artie
Phlegming. Yes, the same Artie that the Hominid said "has to go" earlier.
Talk to the Spit Bug at the middle table. After the cut scene, talk to
him again, and drag the cake onto his picture to end the mission.
==========================================
Pier Pressure (Action) - +PP
==============================
Saturday, 11:28 p.m.
Waterfront, Lice Harbor
Objective: Chase Artie, the arms buyer (Spit Bug).
Scarabs: 4
Hmm, that objective looks familiar... and we're less than an hour
away from the chase at the beginning of the game! As you step onto
the walkway, a Robobug will spawn up ahead and may start shooting
at you. It's easier to kill it from here, and as you may be able to
tell from its attacks the Nectar Blaster isn't that great at a distance,
so use the Pollinator. Use the shipping containers in the next area as
cover while taking out the enemies, grab the Scarab behind the building,
then go to where the first Robobug was. Here you'll find a Nectarola Keg,
which replenishes quite a bit more health than the cans do, and the path
to the next area.
Here, you'll have to jump across crates floating in the water.
As soon as you land on the first one, you'll encounter a new type
of enemy; Mechsquitos, flying robotic bugs that usually travel in
groups of three. The best way to take them out is with the Nectar
Blaster, as trying to take them out one-by-one gives them time to get
a few shots in at you. Make your way across the rest of thecrates, then
eliminate the Robobugs and grab the Scarab that's behind the stack of
crates. Climb the crates, get rid of the Robobug on the ramp, and collect
your new weapon: The Mold Spore Launcher (see Firearms section). This is
the closest thing this game has to incendiary grenades. Rather than catch
fire, your enemies will become moldy, which slowly kills them as they
infect others nearby. Its ammunition is a green capsule which you've
probably seen an enemy drop by now.
Enter the building ahead, then follow the ramp you're shown.
You'll immediately have a chance to use your new Mold Spore Launcher,
as most of the Robobugs below won't notice you. Once you've cleared the
area, go past the shipping containers straight ahead of the end of the
ramp and turn to the left for a Scarab. An enemy will spawn behind you,
so duck behind the corner and take it out with your weapon of choice.
Walk to the end of the line of shipping containers, and turn right.
Walk to building with the containers next to it, disposing of the
Robobug, then use your Pollinator on the one on the far pier. Wall-walk
to where it was, jump across the platforms to where the missing lever
is, then make your way back to the dockyard office, watching out for
any enemies that may have spawned.
Now that the route into the ship is clear, hop onto the wooden
platform to the right of the building, blast the Mechsquitos, and
tightrope your way to the ship. Jump across the ledges until you
reach the opening with yellow lamps, and go in. Two Robobugs will
be waiting for you (one is far away, Pollinate it), and more will
spawn once you hit the ground. Jump onto the catwalk and use the
control panel to lower a shipping container (there will sometimes
be a Robobug on it), which you can you to reach the next area.
Watch out, as there will be a Robobug right around the corner.
On top of the ship, make your way to the red ramp, killing the
enemies in your way. Don't go up the ramp, however; go to the
right and take out the two Robobugs, so they won't shoot you while
you're trying to get past the cranes. As soon as you're on the red
walkway, Mechsquitos will attack, which will happen again when you
get to the wire. Right by the last crane on the red walkway, hop
down to the blue/gray floor on the right and get the last Scarab,
behind the large shipping container that sticks out more. As soon
as you get off the wire, more Mechsquitos will ambush you. To the
left of the warehouse is nothing but a Robobug and some Mold Spore
ammo, so go on in. Inside are some crates, enemies.. you know the drill.
As soon as you step out the other side Mechsquitos will attack, so have
your Nectar Blaster ready. In the next warehouse, use the control panel
on the right to drop a crate on the Robobugs blocking your path, then
approach Artie to end the mission.
==============================
Downtown Showdown (Action) - +DS
==================================
Sunday, 12:54 a.m.
Lyme Square
Objective: Clean up the downtown Robobug infestation.
Scarabs: 4
We're finally caught up to the present! Up ahead you'll see
a spinning spikey thing by a large blue plastic container (a
port-a-potty..?). This is the latest addition to your steadily
growing arsenal, the Histamine (see Firearms section). The game's
proximity mines, these work best on groups of enemies and things
that require a lot of hits. You'll also need them to blow up the
green manholes, which will continue to spawn Robobugs until you do
so. Leave the cover of your bulletproof toilet and hide behind the
car directly in front of it, where you'll find another weapon- The
Nectar Canon (see Firearms section). The buggy equivalent of a rocket
launcher, it fires a stream of nectar which is lethal to normal enemies.
Its ammo looks like four pointy yellow discs stuck together.
Take out the three manholes, then the two that appear when
you try to proceed through the level. Next to the overturned
Nectarola truck, you'll find yet another new weapon- The Amberizer
(see Firearms section). Insecticide's take on a stunning weapon, it
shoots globules of amber that will temporarily freeze your enemies.
It doesn't do any damage, but it will allow you to get close enough
for a fatal blaster or cannon shot. Amber ammo resembles a large yellow
globe. Straight ahead, past the Robobug, is a control panel, but you can't
do anything to it yet. Between the truck and the wall it's next to you'll
find a Scarab, and by a wall on the other side of the truck you'll find
another. Once you've eliminated the last Robobug, it will drop a level,
and a weaponized spider crane will appear. Grab the lever and take it to
the control panel, then go through the gate that opened. Grab the Scarab
on the left, then jump onto the ledge and go up the ramp. Follow the wire
to the lamp and break it, ignoring the spider crane- it can shoot you, but
not knock you off the wire. Walk along the balcony at the end of the wire,
then jump onto the roof to the right for the last Scarab. Jump back down
to the balcony, then jump to and break the second lamp. Follow the wires
to the control panel, breaking the third lamp along the way, and activate
it to end the mission.
==================================
Honey Train (Investigation) - +HT
===================================
Monday, 5:19 p.m.
Nectarola Pollen Express
Objective: Get into the Caboose to find the "secret cargo."
Quinbee's requested that you escort her train, for some reason.
Talk to her until she gets a phone call and kicks you out, then
ask Roachy how to listen to what she's saying through the door.
Go into the dining car and steal the floral hydrate and teacup
from the doctor's table. You could get the water glass from the
counter across from the kitchen, but it won't work as a listening
device anyway, so skip it. Show the teacup to the Beebot in the
kitchen to have it filled with tea, then add the floral hydrate
and give it to the doctor. Steal his stethoscope and use it on
the door to Quinbee's car.
Return to the dining car and take the envelope and small blue
vial, then examine the notebook that was under the envelope.
Go to the car past the kitchen and check the door, then use
the envelope on the fertilizer bag and add the luciferase to
the envelope. Get some charcoal from the kitchen's brazier,
then take your newly made bomb to the candelabra on the table
across from the doctor's. Examine the box on Quinbee's desk
to end the mission.
===================================
Railroad Typhoon (Action) - +RT
=================================
Monday, 6:28 p.m.
Nectarola Pollen Express
Objective: Chase the kidnappers towards the front of the train.
Scarabs: 5
Quinbee and Roachy have been kidnapped by Robobugs! They're
being taken to the front of the train up on the roof, so you
should do the same through the interior. First, though, turn
to your right for a Scarab, th
11/14/09
Special Thanks +ST
=======================
This section, at the top of the page, is reserved for anyone who has helped
me in any way with the creation of this FAQ, whether they contributed in any
significant way, provided information, gave me advice on writing this, or
even pointed something out!
This section is currently empty.
=======================
Table of Contents +ToC
===========================
0. Special Thanks +ST
I. Table of Contents +ToC
II. Updates and Version History +UVH
III. Introduction +INT (please read!)
IV. Controls +CT
V. Setting and Background +SaB
VI. Character Profiles +CP
VII. Enemy Index +EI
VIII. Scarab Locations +SL
IX. Weapons +WP
IX-a. Firearms +Fms
IX-b. Abilities +Abl
IX-c. Other Firearms +OF
X. Walkthrough +WT
X-a. Great Expectorations +GE
X-b. The Soda Bomber +TSB
X-c. Buzz Kill +BK
X-d. Stick Up +SU
X-e. Histamine Field +HF
X-f. Bug Day Afternoon +BDA
X-g. Pier Pressure +PP
X-h. Downtown Showdown +DS
X-i. Honey Train +HT
X-j. Railroad Typhoon +RT
X-k. Home for the Hominids +HH
X-l. Revelation #9 +R9
X-m. I, Robobug +IR
X-n. Ka-Bloom! +KB
X-o. Soda City +SC
X-p. Fear Factory +FF
X-q. Call Me Honey! +CMH
X-r. An Explosion of Cherry Flavor! +ECF
XI. Glitches and Oddities +GaO
XII. Frequently Asked Questions +FAQ
XIII. Contact Info +CI
XIV. Legal Stuff +LS
(Note: Additional sections
may be added in the future.)
===========================
Updates and Version History +UVH
=====================================
10/26/08 - Version 1.0
========
Done! Here it is, version 1.0 of my Insecticide
FAQ. I may add more content in the future, but
for now, it's finished and ready to sumbit to
GameFAQs.
10/24/08 - Version 0.3
========
Finished the Enemy Index, Glitches and Oddities,
Character Profiles, and FAQ sections.
10/23/08 - Version 0.2
========
Over the last few days I've finished the basic
formatting for this guide, and about half of the
sections I have planned. Considering how small
the amount of time it would take to finish what
I currently have planned is, I may wait until
Version 1.0 is ready to submit this to GameFAQs.
10/19/08 - Version 0.1
========
The Walkthrough is complete, and contains all
Scarab locations. I think everything else should
be fairly easy to do after this.
=====================================
Introduction +INT
======================
Hello, and welcome to my Insecticide FAQ. I hope that you'll find it
useful, despite my bad writing. The investigation portions of the
walkthrough only cover the minimum that you're required to do to
complete the mission, while the action parts are comprehensive and
cover everything from Scarab locations to every time you can expect
an enemy to attack. As such, the writing in the action sections can
get stale rather fast, so I'll be accepting alternative versions of
each mission. If you would like to contribute, see the Contact Info
section of this guide. Please let me know if you find any factual or
typographical errors, or if you feel that anything needs clarification.
Some sections contain minor spoilers. If you would like to avoid these,
don't read about a weapon until you have it, and refrain from skipping
ahead in the walkthrough. Any major spoilers will be clearly marked.
In case you're inexperienced with conputers, or just unaware of the
fact, you can press CTRL+F to find content on the current page. Next
to each section in the Table of Contents, you'll see a two or three
letter acronym with a plus sign in front of it, such as +INT; type it
into the seach bar to find the corresponding section on the page.
(note: this feature is not case sensitive)
======================
Controls +CT
=================
Insecticide is broken into two types of gameplay, each of which
has its own control scheme. Unlisted buttons do nothing.
Menu
======
Control Pad - Scroll through menu
A Button - Confirm selection
B Button - Cancel selection
X Button - Erase file (file select menu only)
Touchscreen - Can perform Control Pad and A/B button functions
Action Level
==============
Control Pad - Walk, turn
A Button - Lock onto enemies within selected weapon's range
B Button - Jump, double jump
X Button - Look around with Control Pad
Y Button - Cycle between weapons
R Button - Use selected weapon*
Start Button - View pause menu
Touchscreen - Hold down to look around, tap to jump, select weapon
Investigation Level
=====================
Control Pad - Walk, turn
A Button - Examine object/initiate dialogue, scroll through text
X Button - Exit examination/dialogue screen, look around with Control Pad
Start Button - View pause menu
Touchscreen - Inspect/use evidence, examine scene, perform A/X button functions
* if close enough to an enemy, a kick attack
will be used instead of the selected weapon
=================
Setting and Background +SaB
===============================
Insecticide is set in the distant future, in the city of Troi.
Long ago, human geneticists developed crops that were resistant
to pests of all kinds. Unfortunately (for the humans, anyway),
the pests adapted and ate the crops, which it turned out were
genetically unstable enough to cause mutation in the consumers.
Over time, the arthropods and various other protostomes evolved
to become the dominant creatures on the planet; the humans weren't
so lucky. The same altered crops caused severe, lethal allergies to
form in them, killing off most of the species and forcing the rest
to seek shelter from the deadly pollen. By the time that Insecticde
takes place, humans, now referred to as Hominids, are an old and dying
race, and are considered to be inferior to the insects. Due to the toxic
pollen permeating the city, they must wear hazmat (hazardous material)
suits to survive.
The city's inhabitants are ruled by their addiction to Nectarola, a
soft drink made of pollen and nectar produced by the drone offspring
of Madame Haezzle Quinbee, the queen bee and CEO of Nectarola Co.
Shortly before the introduction of a new flavor of Nectarola, Manchurian
Cherry, a mysterious terrorist the press are calling "The Soda Bomber"
starts setting off explosive soda cans in seemingly random places around
the city. Though none of the bombings have been fatal, the case has been
delegated to Precinct 47's Insecticide division, headlined by veteran
detective Roachy Caruthers and his rookie partner, Chrys Liszt.
===============================
Character Profiles +CP
===========================
=Chrys Liszt=
Chrys is a rookie cop with a mysterious past, and the
protagonist of the game. She doesn't remember her past,
but has recurring nightmares that seem to be tied to it.
Her only possession from her former life is a photograph
of her as a child, standing with an unknown man. The name
Chrys Liszt is a play on the word chrysalis, which is the
type of pupa caterpillars become. The surname Liszt is of
Hungarian origin.
-From the Case File-
Height: 5'4"
Weight: 114 lbs.
Species: Unknown.
Weapon of Choice: Pollinator.
Affiliations: Roachy Caruthers' partner.
Notes: Chrys is a bit of an enigma, even to herself. Her
memory of her past is murky - possibly due to an accident
that she suspects has left her on her own.
She has disturbing flashbacks and te mystery haunts her
dreams, but she has yet to make any sense of it. It's her
quest to find these answers that caused Chrys and Roachy's
paths to cross. She is thoughtful, curious and tough, and
she makes a good detective without really having intended to.
She can stick to walls for brief periods of time and run
along them, is unfazed by a shot of bug spray that would
take down an insect twice her size, and seems oddly to be
one of the few inhabitants of Troi not totally obsessed
with Nectarola.
=Roachy Caruthers=
Roachy is a veteran detective, and Chrys' partner. Having
put some weight on around the thorax, Roachy isn't quite as
spry as he used to be, and as a result has been shot some
forty-seven times in his career. He was the lead detective
on the case of Madame Quinbee's egg-napping thirty years ago,
and while it remains unsolved to this day, she's never held
it against him. Roachy is a stereotypical veteran cop, with
a name to match. The name Caruthers originates from Scotland.
-From the Case File-
Nickname: Bullseye, The Donutator.
Height: 5'1".
Weight: 155 lbs.
Species: Cockroach.
Weapon of choice: "Amber".
Affiliations: Chrys Liszt's partner.
Notes: A cop for thirty-some years, Roachy is one of the
longest serving veterans on hte Troi P.D. Not that that buys
him respect or credibility with the big bugs downtown - Roachy
has always been a "street roach." He's approaching retirement
age, but Chief Chigger made it clear that the precinct would
close up and cut pensions if they couldn't find some bodies to
fill the desks and solve a few cases on the board. This lead to
one of Roachy's better ideas: recruiting Chrys to the academy.
He's been shot forty-seven times in the line of duty, but it
hasn't slowed him down much - even though cockroaches didn't
quite become the dominant species on the planet as most humans
predicted, they are nevertheless extremely durable.
=Madame Haezzle Quinbee=
Quinbee is the chairman and CEO of Nectarola Co, the largest
employer in the city of Troi. The single most recognizable
face in the city, she's getting on in years, but can apparently
still produce all of the drones required to tend to the pollen
fields. Her royal egg, which would have hatched into the heir
to Nectrola Co., was stolen thirty years ago. The name Quinbee
is a play on queen bee, while the name Quinn hails from Ireland.
-From the Case File-
A.K.A.: "Honey", Chairman Quinbee.
Height: 5'10".
Weight: Classified information. All previous medical records have
been sealed, and some sort of jamming device is rumored to
override previous attempts at gathering this data.
Species: Bee.
Outstanding warrants: None.
Record: None.
Weapon of choice: N/A.
Affiliations: N/A.
Notes: Roachy would kill me if he saw I even had his "girl" on
the suspects list. Not sure what gets into him whenever he's
around her, but he's definitely "distracted". Truth is, anyone
present during the murder, or even affiliated with the victim,
for that matter, is a potential suspect. Although I have my
doubts as to why such a high-powered executive like her would
stoop to getting her hands dirty offing a nobody like Buzzbee.
CEO of Nectarola Co, number one employer in the city, and maker
of Troi's most popular beverage/foodstuff. Nectarola is also
Troi's main export (not counting crime and weapons).
=Ozwald Mandias=
Ozzy is an old Hominid scientist, and seems to know about
Chrys' past. It turns out that he's the mysterious figure in
the old photograph; aside from that, very little is known
about him. The name Ozzy Mandias is a play on Ozymandias,
a sonnet about a long-dead, boastful king who considered
himself and his works to be the greatest things in the
world, though now all that remains of him is an ancient,
crumbling statue.
-From the Case File-
Nickname: Ozzy.
Height: 5'7".
Weight: 132 lbs.
Species: Hominid.
Weapon of choice: The non-sequitur.
Affiliations: Works for an unknown employer in an elaborately
outfitted lab at the top of Hominid City.
Notes: Ozzy is a talented scientist, whose faculties have
declined somewhat over the year due to pollen exposure. He
works in a solitary facility that seems to be a genetics lab,
a demolitions facility, or both. The equipment there costs more
than everything else in the underground city combined, but what
Ozzy is using it for is a mystery. He seems to be holding back,
no doubt because of the security cameras trained on him 24/7.
One thing for certain, though, is that he seems to know a lot
about me and is somehow connected to my mysterius past.
===========================
Enemy Index +EI
====================
What's an action game without memorable enemies?
An action game without memorable enemies, is what.
While only time will tell how memorable your foes
in Insecticide are, you should at least remember
how to deal with them while playing.
Regular Enemies
=================
=Spit Bugs=
Spit Bugs use their own noxious oral secretions
as a weapon, and will opt to spit at you from afar
rather than risk close combat. As you only find them
in one mission, your options for fighting them are
limited. Just dodge their spit, and return fire with
the Pollinator. The group you that encounter call
themselves The Spit Fires.
Ranged Attack: Toxic spit.
Close Attack: Targeted toxic spit.
Note: At close range, the Spit Bugs' attack is much
more accurate than it is at a distance.
Notable Members: Artie Phlegming, Jimmy Spitzler
Missions: Great Expectorations.
-From the Case File-
A.K.A.: The Droolers.
Species: Spit Bug.
Outstanding warrants: They're all wanted for something.
Record: As long as their antennae.
Weapon of choice: Toxic saliva.
Affiliations: They're affiliated with no one, they run
with the wind (although they try not to spit into it).
Notes: Artie's gang. They're tough as spit, with attitude
to match. The toxic saliva is bad enough, but after some
"friends" gave them extra firepower, they were especially
dangerous. Didn't do Archie much good though when he was
staring down the grill of a speeding delivery truck.
=Stick Bugs=
The Stick Bugs that associate with Stix call themselves
The Javelins. They move quickly, hit hard, and play dirty.
They only appear during the Stick Up mission, so the best
way to handle them is to dodge their attack and close in
for a shot with the Nectar Blaster.
Ranged Attack: Beetle Busters.
Close Attack: Shin kick.
Note: Stick Bugs wield a Beetle Buster in each hand,
for a total of four. The Beetle Buster is a
hard-hitting laser pistol, and four of them at
once is almost like a Nectar Blaster.
Notable Members: Jimmy "Stix" McGillicuddy.
Missions: Stick Up.
-From the Case File-
A.K.A.: Trouble.
Species: Stick bug.
Outstanding warrants: Across the board.
Record: They all got 'em.
Weapon of choice: You name it, but they prefer Beetle Busters.
Affiliations: Sometimes been known to run with
biker gang A Touch of Weevil.
Notes: These guys pop out from behind light posts when you
least expect it, then disappear just as easily. Their turf
is most of the West side near the warehouse district and the
bay. They're mostly small time thugs and gun runners, but
there's a rumor that some of them are deeper into a big
weapons smuggling operation.
=Mechsquitos=
There's not much to say about Mechsquitos. They're outfitted
with antique pistols, and attack in groups of two or three in
wide-open areas. The best weapon to use against them is the
Nectar Blaster, as its shots are able to hit more than one
enemy at once.
Ranged Attack: Antique pistol.
Close Attack: Same.
Notable Members: N/A
Missions: Pier Pressure, Home for the Hominids,
An Explosion of Cherry Flavor!
-From the Case File-
A.K.A.: Buzzguns.
Height: 6".
Weight: 1.3 lbs.
Species: Robots.
Outstanding warrants: N/A.
Record: N/A.
Weapon of choice: Antique pistol.
Affiliations: Robobugs carry a small hive of these in a
compartment in the back of their suit.
Notes: Robobugs set these guys loose at the waterfront.
They home in on you with a built in GPS, like a flying
pistol with radar. These bugs will swarm and catch you
when there's no cover.
=Robobugs=
Robobugs are the main enemy in the game, so you'll be
seeing a lot of them. They use Nectar Blasters, you might
want to avoid the direct approach. The safest way to handle
them is to hit them with mold spores, then wait it out. If
you aren't so patient, or don't have adequate cover, a shot
from the Nectar Cannon will usually take them out. In the
later stages of the game, you can use Brain-Freeze or Total
Confusion from behind cover to avoid taking damage.
Ranged Attack: Nectar Blaster.
Close Attack: Backhand.
Note: Robobugs will normally attack with Nectar
Blasters just like the one you use, but if
you get too close they'll backhand you.
Notable Members: None.
Missions: Pier Pressure, Downtown Showdown, Railroad
Typhoon, Ka-Bloom!, Fear Factory, An Explosion
of Cherry Flavor!
-From the Case File-
(Note: The file for Robobugs changes almost
every mission, each time with spoilers, so
I've chosen to use their initial entry.)
A.K.A.: What the heck is that?
Height: 6'7".
Weight: 413 lbs.
Species: Unknown.
Outstanding warrants: Wanted for destruction of the Dewdrop
Trough, interfering with the arrest of
a suspect, and assault with deadly force.
Record: Unknown.
Weapon of choice: Nectar Blasters.
Affiliations: Unknown.
Notes: The facts are that these "things" busted up the
diner, grabbed my perp, and used deadly force to prevent
us from capturing or questioning them. That's nothing
unusual for a night in Troi. What's unsuual is their
strange mechanical suits, and the fact that I've seen
them before... in my recurring nightmares!
=Appliance Bugs=
Appliance bugs are unique in that they serve as both
enemies and weapons. They attack with a laser, which
while hard to avoid, doesn't do much damage. A single
shot from any weapon or a well-placed kick will stun
them, allowing you to pick them up and use their laser
pistols. They will continuously spawn from their nest,
so destroy it if you want to stop the flow.
Ranged Attack: None.
Close Attack: Targeted laser.
Note: Probably due to their size, Appliance Bugs have
the shortest range of any enemy in the game.
Notable Members: None.
Missions: Railroad Typhoon, Home for the Hominids.
-From the Case File-
A.K.A.: Ouch, that stings! Wrong number.
Height: 7".
Weight: 1.5 lbs.
Species: Robot.
Outstanding warrants: N/A.
Record: N/A.
Weapon of choice: Remote operated mixer cooled laser
pistol with telephonic pulse.
Affiliations: Part of the Hominid Security and
Telecommunications Network and comes with
a Good Homemaker gold star rating.
Notes: A nasty little critter cobbled together from misc.
spare telephones, irons, mixers, remote controls, and other
electronics and appliance parts, strapped together with duct
tape, and outfitted with a laser pistol. If you can stun one,
you can pick it up and strap to your arm to use as a weapon.
=Hominids=
While slow-moving, Hominids use bug spray guns that emit a
continuous stream, which have a surprisingly long range. They
almost always appear in groups of three, but aren't very good
at covering each other's backs. At close range, some enemies
have a strong attack designed to knock you back; not only do
Hominids not have one of these, but due to a glitch, they're
unable to hurt you at all. At extremely close range, the bug
spray guns can't hit you unless you jump or attack.
Ranged Attack: Bug Spray Rifle
Close Attack: None.
Note: At extremely close range, Hominids are unable to attack.
Notable Members: Ozwald Mandias, Carson Gabwell Jr.,
Unidentified Hominid (in cell)
Missions: Home for the Hominids, Revelation #9.
-From the Case File-
(Note: This section contains spoilers.)
A.K.A.: Those freaks in the plastic wrap helmets.
Outstanding warrants: Unknown.
Record: Unknown.
Weapon of choice: Semi-automatic compression projection
bug spray rifle.
Affiliations: Unknown.
Notes: Their makeshift metropolis was built using scrap
metal and train parts, but it's well organized and seems to
be the base of operations for Robobug excursions. The bigger
mystery, though, is their use of the strange symbol and its
connection to the crate on the train and my past.
=Beebots=
Beebots prefer to attack from afar, but will close the
distance if you take cover. If you're able to hit them
with Total Confusion, it will help a little; otherwise,
they take two hits before going down.
Ranged Attack: Optical laser bursts.
Close Attack: Same.
Notable Members: Beebot Chef #22.5, "Tinny Tim" (murder weapon)
Missions: Ka-Bloom!, Fear Factory, An Explosion of Cherry Flavor!
-From the Case File-
A.K.A.: The Nectarola Mascot.
Height: 4'9".
Weight: 685 lbs.
Species: Robot.
Outstanding warrants: None.
Record: None.
Weapon of choice: Twin corneal machine cannons.
Affiliations: Works exclusively for the Nectarola Co.
Notes: (Update: These guys aren't so beloved anymore.)
Watch out for those eye cannons! The beloved Nectarola Beebot
is a spokesbot universally adored and trusted by the cirizens
of Troi. First appearing in a commercial several years back
for the ill-conceived E.Cola, the Beebot nevertheless rebounded
into Troi's hearts after securing a supporting role in the new
ad campaign featuring Quinbee herself as spokesbug. The Beebots
are quite accomplished dancers with a pleasant speaking voice
and a lovely tenor. Spare parts are hard to come by.
=Bees=
(Note: This section contains spoilers.)
Two of these drones are summoned by Quinbee with yellow
pheromones during the final battle on the roof of Nectarola
Co. in the mission "Call Me Honey!". They use Nectar Blasters
and, when you're close enough, will punch with two of their
four arms. If you use Total Confusion on them, they'll attack
each other and Quinbee, but she'll kill them after only a
few seconds.
Ranged Attack: Nectar Blaster.
Close Attack: One-two punch.
Notable Members: Cecil Bee, Buzzbee, Dr. Pharkus Swellbee.
Missions: Call Me Honey!
-From the Case File-
(Note: As there is no file specifically for the drones
you fight, I'm using the one for the Bee Guards.)
A.K.A.: N/A.
Species: Bee.
Outstanding warrants: Unknown.
Record: Unknown.
Weapon of choice: Surliness.
Affiliations: They work exclusively for Quinbee and Nectarola,
and are rarely seen outside company property.
Notes: They're what's left of Quinbee's Apian Guard, and
part of the larger Nectarola Bee workforce, although recently
Quinbee's been seen mostly with Beebots. She claims it's all
part of her new "friendlier" image, but there are rumors that
it's actually because the Bee population is dwindling. Hard
to verify, as they've always been a secretive group and
Nectarola claims a majority of them working at one of their
many undisclosed Pollen Fields locations.
If you would like to see descriptions of the game's four
boss battles added to this section, just let me know.
(See Contact Info below.)
====================
Scarab Locations +SL
=========================
You've probably seen large, golden bugs sitting in some
out-of-the-way spots in the action levels of Insecticide
and thought, "what's this thing?". These are the Scarabs,
hidden tokens that will increase your health meter. There
are forty-five of them scattered throughout eight of the
game's missions, some of which are quite well-hidden.
=Great Expectorations=
Scarabs: 3
1. At one point, you will be faced with two Spit Bugs on
the roof across from you. Past them is a series of circular
platforms, the last of which holds a Scarab.
2. After the roof with the two Spit Bugs is a billboard.
Jump to it, then drop to the roof below and turn to the
right. A series of ledges leading down ends in a Scarab.
3. Just before the building containing the large fan, you'll
fight two Spit Bugs. Past them is a crate, behind which is
the mission's final Scarab.
=Stick Up=
Scarabs: 8
1. In the building you enter after walking on the wires,
turn to the left in front of the exit window for a Scarab.
2. Immediately after the building mentioned above, a Stick
Bug will begin shooting at you from a platform on the left.
On another platform next to his is a Scarab.
3. After leaving the cable car tracks, you'll be shown an
area to the left with a blue floor which is full of holes.
Walk past it and jump to the platforms on the right for a
Scarab.
4. In the building with the chain link fences inside, there
are three gaps in the wall to the left. Two of them are
linked by a walkway which holds a Scarab.
5. In the next area is a large stack of crates, and two
Stick Bugs. Next to the one on the left, behind a crate,
is a Scarab.
6. In a gap between buildings, you'll be introduced to the
concept of wall-walking. On the platform you wall-walk to
is another Scarab.
7. After the wall-walk area, you'll be attack by a Stick
Bug on the left. To the right is a platform with a Scarab.
8. In the final area, Stix is to the left of where you jump
down, while some shipping containers and Stick Bugs are to
the right. Behind the containers is the final Scarab.
=Pier Pressure=
Scarabs: 4
1. The first area is full of shipping containers and a few
Robobugs. There's a single small building with street lamps
around it, behind which is the first Scarab.
2. After crossing the crates floating on the water, you'll
find a stack of crates which you climb to get the Mold Spore
Launcher. Behind the crates is a Scarab.
3. Right after you get the Mold Spore Launcher, you'll take
a ramp down to an area with shipping containers and Robobugs.
Walk straight from the end of the ramp and past the containers,
then turn to the left to find an alcove with a Scarab in it.
4. On top of the ship, you'll find a red path which has cranes
swinging across it. At the end of the path is a walking wire
to the left, and a blue/gray floor to the right. Drop down to
the floor on the right to find the final Scarab behind the
shipping container that's sticking out.
=Downtown Showdown=
Scarabs: 4
1. To the left of the wrecked Nectarola delivery truck is a
short alley containing two Robobugs. On the left side (from
the entrance) is a Scarab.
2. There's a small gap between the wrecked truck and the wall
behind it; hiding in that gap is another Scarab.
3. Through the gate opened by the control panel is a ledge with
a ramp on it. On the left side of the ledge is a Scarab.
4. After breaking the first street lamp, you'll find yourself
on a balcony. To the left is the second street lamp, and to the
right is the roof of a building you're able to jump up onto. On
the roof, on the other side of the alley you started the mission
in, is the final Scarab.
=Railroad Typhoon=
Scarabs: 5
1. Turn to the right as soon as the mission starts for a Scarab.
2. Instead of heading into the executive lounge car ahead,
turn around and go into the caboose for another Scarab.
3. Immediately to the left of the door you came in through in
the executive lounge is a Scarab.
4. Immediately to the left of the door you came in through in
the dining car, between the wall and the kitchen, is a Scarab.
5. In the first passenger car, turn to the left just before
the door to the next one for the final Scarab, which had been
blocked from view before by a wall.
=Home for the Hominids=
Scarabs: 8
1. Early in the level you'll encounter three Hominids; one on
a platform, two on a raised ledge to the right. After getting
on the ledge, head back towards the start of the level for the
mission's first Scarab.
2. After the aforementioned ledge, you'll jump from an odd
structure made of circular segments to a roof. To your right
are two large pipes, with a Scarab visible on the other side.
Circle the building to the left until you reach the other
side of the pipes to collect it.
3. From the building mentioned above, follow a beam or pipe
to another, where a Scarab will be clearly visible to the
left of the red roofs.
4. When you come to the first walking wire after the red
roofs, ignore and walk past it for a Scarab surrounded by
four cans of Nectarola.
5. From the last Scarab, drop down to the right to a ledge
which holds another.
6. After the series of chimneys and beams, walk all the way
down to the end of the ledge/roof you're on to find a Scarab
on the right.
7. When you reach the long line of red walls you're required
to wall-walk on, do so on the right side, and at the end you'll
find a Scarab.
8. At the end of the stage you'll find a walkway, the left
side of which ends in the building with the strange symbol
above it. To the right is the final Scarab.
=Ka-Bloom!=
Scarabs: 4
1. In the first area of the greenhouse are large devices
that release a damaging spray of pollen. Past them, rather
than following the path to the center of the room, jump to
the platforms straight ahead for a Scarab.
2. At the end of the ledge with the control panel in the
first area, you'll find a Scarab.
3. In the second area, there's a Scarab hidden behind the
ramp on the floor.
4. After taking the wire to the central platform in the second
area, there will be a Scarab on a platform against the wall,
connected to where you are by wire.
=Fear Factory=
Scarabs: 9
1. In the first room, Robobugs will attack from the left
as you're crossing the crates floating on the Nectarola.
Floating in the air between the crates they're standing
on is the first Scarab.
2. In the next room, after activating the control panel,
turn around and jump back to the shipping containers to
find a Scarab, which had been blocked from view before.
3. In the next room, there's a Scarab behind the vat of
Nectarola straight ahead from the door.
4. In the same room, there's a raised walkway leading
to a door on the right. To the left, behind a yellowish
support column, is another Scarab.
5. In the room after the next one, drop to the floor,
where you'll find a Scarab under the suspended walkway.
6. In the same area, stay on the floor and walk all the
way to the other end of the room for a Scarab.
7. The next room is full of small platforms; take the
path to the left to reach a Scarab.
8. The next room has two paths- take the lower one,
then in the next room wall-walk to the left and cross
the pipe for another Scarab.
9. In the second-to-last room, you're required to
wall-walk to a control panel. On the platform right
before the sign you wall-walk on is the final Scarab.
=========================
Weapons +WP
================
As ten and a half of Insecticide's eighteen levels consist
of run-and-gun action, you should know the weapons at your
disposal. In the final third of the game, firearms will be
replaced with Chrys' own pheromonal abilities.
Firearms +Fms
===============
=The Pollinator=
The Pollinator is your default gun, and Chrys' weapon
of choice. Long-ranged and light on damage, it fills
the role held by 9mm pistols in most other games. As
it collects pollen from the air to form projectiles,
the Pollinator never needs to be reloaded.
-From the Case File-
Manufacturer: AgGrow Firearms.
Notes: Standard issue Troi PD firearm; I don't leave
home without it. Some of the other cops prefer heavier,
less modern side-arms, but I like it because it's light
and fast and never gets tired.
The department manual says the Pollinator is powered by
4 solar photovoltaic cells, with a backup 9 volt battery
and air cooled manifold. All I know is, thankfully, it
never runs out of juice.
Technical Specs: Continually extracts pollen from the air
to create highly-explosive refined pollen "donuts" (about
the only kind Roachy won't eat).
Damage: Low.
Range: Far.
Magazine Capacity: Unlimited (self-recharging).
=The Nectar Blaster=
The Nectar Blaster functions like a shotgun, and is my
favorite weapon in the game. It fires blasts of hardened
nectar, and like a shotgun is only really effective at
close range. Nectar Blaster ammunition resembles a green
box with yellow spikes sticking out of it.
-From the Case File-
Manufacturer: Sweet & Kindle
Notes: I appropriated this piece of evidence from the
doorstep of one Jimmy "Stix" McGillicuddy, right after
he used it to shoot my partner. Roachy was ok though,
and Stix got away so there's no point in turning it
over to Chigger. Plus it kicks thorax at close range.
Technical Specs: Unloads a spray of hardened nectar;
good against groups of flyers. Not so good at long
distances, save this one for up-close-and-personal
sleuthing.
Damage: High.
Range: Close.
Magazine Capacity: 25.
=Mold Spore Launcher=
The Mold Spore Launcher is your best bet for safely taking
out large groups of enemies. The closest comparison I can
draw to it is an incendiary grenade; however, instead of
setting targets in the affected area aflame, it infects
them with deadly Mold Spores, which can be spread from one
to another. So long as the green mold splat is visible, it's
infectious. Mold Spore ammo appears as a green and silver,
somewhat isosceles trapezoid-shaped canister.
-From the Case File-
Manufacturer: Greensmere Industries.
Notes: Discovered in the Troi waterfront area; apparently
dropped by one of the Robobugs. I'll have to remember to
file a report on that, next time I'm in the Precinct.
Technical Specs: Launches explosive canisters which spread
infectious mold when they hit the floor. Infected victims
are also infectious, at least for the brief time they have
left. Good against groups of thugs.
Damage: Medium.
Range: Medium.
Magazine Capacity: 15.
=Histamines=
Also spelled "Hista-mine", these proximity-activated
explosives are best suited for taking out enemy-spawning
structures, and can be used to set traps or function in
a fashion similar to Mold Spores, allowing you to eliminate
enemies while remaining behind cover. Histamines resemble
thick brown discs, with four spikes sticking out from the
sides and eight holes which release toxic pollen.
-From the Case File-
Manufacturer: Sinublast.
Notes: Mayor Bloombug commissioned these to deal with the
Hominid vagrant problem, but they were outlawed after a
backlash from unintended targets. Still available on the
black market from low-level arms dealers like Stix.
Technical Specs: Proximity triggered explosive device that
shoots a blast of toxic pollen. Causes a severe allergic
reaction in whoever comes in contact with it. Hominids or
Insect, they all swell up like balloons. Arm, throw, run!
Good against enemies under cover.
Damage: Lethal.
Range: Close.
Magazine Capacity: 5.
=The Amberizer=
The Amberizer is a unique firearm, as it does little
to no damage. It's hard to say what traditional weapon
it's a parallel to, but the Amberizer's function is easy
enough to understand. It launches a globule of sticky amber,
which quickly hardens and immobilizes the target for a few
seconds. It seems to be based on Amber, Roachy's unique
pistol. Amberizer ammo is a basketball-size globe of amber.
-From the Case File-
Manufacturer: Jurassican.
Notes: Seems to be a heavy version of Roachy's unique
pistol. He's always been less than forthcoming about
its origin... I'll have to ask him what he knows about
this. Found downtown in the wreckage of a hijacked
Nectarola delivery truck.
Technical Specs: Shoots a rounded globule of amber that
envelopes and temporarily immobilizes the target; amber
is brittle and known to shatter.
TIP: Follow up quickly with a secondary attack, before
it wears off.
Damage: Low.
Range: Close.
Magazine Capacity: 15.
=The Nectar Cannon=
The Nectar Cannon is the favorite weapon of Hex, the
gadget-loving Wasp of Precinct 47's Insecticide division,
and with good reason. Similar in use to a rocket launcher,
it fires a stream of nectar that is lethal to almost all
normal enemies. Nectar Cannon ammunition takes the form
of a series of four flat pentagonal cartridges full of
yellow nectar, stacked on top of each other.
-From the Case File-
Manufacturer: Goldstream.
Notes: Hex tested one of these on Roachy... woulda killed a
lesser bug (but it did get Hex a 2 week suspension/vacation).
Not too many street thugs can afford a piece like this, or
afford to leave it lying in the street; gotta be carried by
someone pretty well funded.
Technical Specs: This heavy-duty weapon fires a lethal stream
of liquid nectar. Not much else to say about that, other than
"get outta the way."
Damage: Lethal.
Range: Medium.
Magazine Capacity: 15.
=Appliance Bugs=
Appliance Bugs are an odd sort of weapon, as they also
serve as enemies. Built by Hominids from scrap parts of
household appliances to serve as sentries, Appliance Bugs
will continue to spawn from their nest until it's destroyed.
Once an Appliance Bug has been disabled, it can be picked up
and used as a short-range laser pistol. Picking up additional
disabled bugs will reload your clip.
-From the Case File-
Manufacturer: Hominids, clearly! Plus I guess the original
appliance makers deserve some credit... HomniTelecomm,
BakersAide, and HouseMaster Appliances.
Notes: It's like an unholy marriage of watchdog and cake mixer.
Wish my appliances had this much enthusiasm.
Technical Specs: Patched together from various recycled
appliances and powered by a very single-minded intelligence,
these enemies may be picked up when stunned and fired like a
pistol until their ammo is depleted. These recharge in "nests"
and are deployed by Hominids as automated defenses. TIP: Taking
out a nest is the best insurance against future hassles.
Damage: Low.
Range: Close.
Magazine Capacity: 25.
Abilities +Abl
================
During the mission Revelation #9, Chrys meets a Hominid
scientist named Ozzy, who uses a gun-shaped instrument
to unlock something in her brain, allowing her to use
Pheromone-based hybrid abilities. Rather than requiring
you to pick up ammunition like firearms, the abilities
all use the same Pheromone meter, which will regenerate
with time, or can be instantly replenished by picking up
cans or kegs of Pheromones.
=Mind Blower=
The Mind Blower is unlike the other abilities in that it
doesn't give you control over the minds of your enemies,
but rather does physical damage to them with a concentrated
stream of Pheromones. The Mind Blower is similar in function
to the Nectar Cannon, but does less damage.
-From the Case File-
Manufacturer: I suppose I have Ozzy to thank for this
"ability", but it's not like he specifically outfitted
me with known powers... he just kind of combined DNA that
he thought would be cool and crossed his fingers.
Notes: When I grit me teeth and think about that irritating
whistling noise that comes out of Grubbs' nose when he eats,
this "power" just sort of... happens. Basically kills everything
in sight. I'm gonna have to watch out next time I see Grubbs,
though.
Damage: High.
Range: Far.
Pheromone Cost: Low.
=Brain-Freeze=
Brain-Freeze uses Pheromones to make enemies move, attack,
and react at one fourth of their normal speed for a short
period of time. Why its name is hyphenated and Mind Blower
isn't is one of the great mysteries of our time.
-From the Case File-
Manufacturer: Looks like another of my innate hybrid
"talents", although Ozzy's little probe gun flipped the
magnetic implant switch that was blocking this.
Notes: I concentrate on cold, and enemies freeze up.
Makes 'em move, shoot, and whatever else four times
slower for a period of time - kind of like Roachy before
his morning cup of coffee. Good for buying some extra
time to sort out my strategy.
Damage: None.
Range: Far.
Pheromone Cost: Moderate.
=Total Confusion=
Total Confusion is the game's most accurate portrayal
of how Pheromones work in the real world. When it hits
the targeted enemy, said enemy will turn on its comrades
for a short period of time.
-From the Case File-
Manufacturer: Yeah, like I said, I don't know who's
responsible, but I like it.
Notes: Causes enemies to turn on each other. Now that
I think about it, I might have been channeling this one
for years, considering some of the fights between Hex
and Grubbs at the precinct. And then there's Chigger's
screaming... maybe he's really a sweetheart. Or maybe not.
Damage: None.
Range: Medium.
Pheromone Cost: High.
=Cranial Combustion=
Cranial Combustion does just what it sounds like; it
makes your enemies' heads explode. It's Pheromone-based,
so it's unlikely that any actual combustion occurs.
-From the Case File-
Manufacturer: Same story, and I'm sticking to it.
Notes: I strain until my ears pop, and so do their heads.
This one takes a lot out of me, although not as much as
them, I suppose. Use it sparingly. Unless there's a room
full of criminals coming at you, of course, in which case
it's pretty effective. Did I mention their heads explode?
Preferrable against Robobugs, seeing as the head good stays
contained inside their helmets.
Damage: Lethal.
Range: Far.
Pheromone Cost: High.
Other Firearms +OF
====================
=Roachy's Pistol=
Roachy's pistol, which he calls Amber, is of unknown origin,
and seems to be unique. Chrys takes it from him at the end of
the game while he's under the influence of Quinbee's pheromones,
but having unlocked her own special abilities, doesn't use it.
-From the Case File-
Manufacturer: Jurassican Classic.
Notes: Roachy's carried "Amber" as long as I've known him.
Won't elaborate on how or where he got this unique weapon,
but it's pretty effective. Almost tailor made for slow-moving
Roachy, since it freezes enemies long enough for chubby to
catch up.
Technical Specs: Shoots a rounded globule of amber that
envelopes and temporarily immobilizes the target; amber
is brittle and known to shatter.
TIP: Follow up quickly with a secondary attack, before
it wears off.
Damage: Low.
Range: Close.
Magazine Capacity: 15.
=Beetle Buster=
There is currently little information available on
this weapon, as it is only mentioned in the case files
of Grubbs and The Javelins. The only time in the game it's
seen is during the Stick Up mission, where Stick Bugs show
it to be a relatively small, yet hard-hitting laser pistol.
The PC version of the game is called "Insecticide: Episode 1",
and Hex and Grubbs both seem to be pretty well-thought-out
for characters appearing in only a single level, so we'll
presumably see the Beetle Buster in future installments.
================
Walkthrough +WT
====================
Great Expectorations (Action) - +GE
=====================================
Sunday, 12:18 a.m.
Downtown Troi
Objective: Chase the arms buyer (Spit Bug).
Scarabs: 3
You'll start at the end of a short alley. Take note of the bottom
screen; the red and green bug in the center of the radar is you,
and the green marker is your objective. Below the radar is your
inventory, which at the moment holds nothing but The Pollinator (see
Firearms section). When you reach the end of the alley, Roachy will
tell you that he's going to be keeping in touch via the com-link
system. This just means that every so often he'll tell you what he's
doing, or give you advice. You don't have to read what he's saying if
you don't want to, but in combat sequences you'll be using cover a lot,
so it doesn't necessarily break the action. His input is often helpful,
or at least interesting.
Your suspect will take to the rooftops, so jump (B button) onto the
nearby crate, then onto the blue... building(?). When you jump onto
the green awning directly ahead, a Spit Bug will start spitting at
you. Wait until it gets close enough, then lock on to it (press the
A button). I recommend remaining on the awning and shooting (R button)
while jumping. Once it's gone down, follow the purple ramp forward and
to the right. Roachy will call in to tell you that you can do a double
jump by pressing B again while in the air.
Ahead (approximately one double jump away) are some round red platforms
on the side of a building. Take them to the roof, and you'll find a green
can spinning in place. This is Nectarola, the city of Troi's soft drink of
choice, and your health recovery item. If you took damage from the conflict
with the Spit Bug, grab the can (you'll consume it automatically); if not,
you won't be able to pick it up. Don't worry about saving it for later,
this is a short level, and there's Nectarola everywhere in the action
stages. Also, there's no punishment for falling to your death, and it
completely refills your health meter.
Take the ramp on the left side of the roof down to another Spit Bug
encounter. If you take damage, you can go back for the Nectarola, if
you really want to. Follow the red platforms to the roof, where you'll
find more Spit Bugs. Jump to the roof they were attacking you from, but
instead of following the perp, jump on the red platforms directly ahead
to get your first Golden Scarab. There are several of these bugs hidden
in each action level, and they will increase your health meter. Okay,
now you can get back to the chase.
Jump down onto the billboard with the Nectarola can on it, the down
to the roof. You can jump onto the red platforms, but if you turn to
the right you'll see several ledges, leading to another Scarab. Whether
or not you get it (oh come on, just get it), when you hit the first red
platform some Spit Bugs will spawn ahead of you and to the right. They
seem pretty far away, but you can lock on to both of them. When you get
off of the last platform, more Spit Bugs will spawn. This, however, is
your first chance to use cover. Lock on to one of them, then hide behind
the corner. After it attacks, press left to hop (Chrys hops when you're
locked on to something) from behind the cover, fire off a shot, then hop
back. Once you've dispatched them, collect the Scarab that's hiding behind
the nearby crate, then jump into the circular opening your arms buyer went
through. There are a few more enemies in here, and you'll have a chance
to practice shooting from cover on all of them. Once you're outside again,
follow the red platforms to the walkway (which is slightly lower than the
last platform), then to the arena-looking structure. You'll be given a
new objective: Take out the rest of the armed Spit Bugs to break through.
These guys are a bit more dangerous than the ones you've seen thus far, as
they're dual-wielding pistols that shoot a concentrated stream of nectar.
Utilize the available cover, double jump over nectar streams when necessary,
and grab Nectarola if you need to. Finish them all off to end the mission.
=====================================
The Soda Bomber (Investigation) - +TSB
========================================
Saturday, 5:18 p.m.
Precinct 47, Insecticide Division
Objective: Bring the case board up to date.
We've moved back in time seven hours, to find out what lead up to
Chrys chasing the Spit Bug and squaring off with a Nectarola truck.
Chigger, the chief of police, will rant about the case board having
none of the new data in the Soda Bomber case. It's your goal to gather
all of the missing data. Take note of the bottom screen again; where
the radar was before, you now have a large blank area that will display
the things you're investigating. The slots below that will now be used
to hold evidence.
Turn around to find a desk covered in coffee cups, donuts, and empty
Chinese takeout boxes. It, like everything else you can investigate,
has a magnifying glass over it- press the A button for a closer look
at this collection of cop cliches. The desk will appear on the bottom
screen; use your stylus to poke at anything that looks interesting.
Specifically, you can collect a donut from the box, and coffee from the
pot. Poke the pot once to make coffee, and a second time to take it. You
can poke each piece of evidence in your inventory for more information on
it... I recommend you do this to everything. Press the X button, or poke
the on-screen X icon, to stop investigating the desk.
From Chrys' desk, which is the next one in line, collect the Case
File and the tape recorder. You can now access the Case File at any
time from the pause menu, which contains all of the information you've
gathered on characters, firearms, suspects, and evidence. I recommend
checking for new information in it at the beginning of every stage, and
whenever you pick up a new weapon. The next desk is Roachy's, but he can't
be bothered to remember where he left the Witness List on an empty stomach.
Open his desk drawer to find the bottle of semi-dairy imitation-like coffee
creamer product. Talk to Roachy, then use your stylus to drag the donut onto
his picture. Do the same with the coffee, then the creamer, and he'll give
you the Witness List. The next two desks have nothing of interest on them
(read: can't be investigated), so check out the Case Board. The Witness
List goes in the top-right corner.
Talk to Grubbs, the big purple rhino beetle standing next to the
tv, and he'll make you help him write a rhyming report. It doesn't
really matter which words you choose, but if you want his report to
make at least a little sense, choose Posies, Tough, Stubble, Farthermost,
Shattering, Arresting, Dinky, and Verse. Bomb site photos in hand, move
on to Hex's desk. He's actually sitting on the Bombing Diagram, but is
too busy to listen to what you have to say. Drag the coffee pot to the
cup on his desk to fill it, then snatch the diagram when he jumps up.
Upon inspection, Chrys will recognize a symbol on it and pull out an
old photograph, bearing the same symbol, which will be added to your
inventory.
Finally, go to the holding cell in the center of the room, and talk to
the Hominid. Drag the tape recorder onto him to get his statement, which
is pretty useless, but yields one thing of importance- the name Artie.
You can go and talk to Chief Chigger if you want, but you don't have
to. Return to the Case Board and put everything where it belongs to
end the mission.
========================================
Buzz Kill (Investigation) - +BK
=================================
Saturday, 6:23 p.m.
Chairman Quinbee's office,
Nectarola Co.
Objective: Collect 4 pieces of evidence
There's been a murder in the Nectarola company! Quinbee, the company
chair, has requested Roachy by name, as they were both involved in a
case in the past. You can talk to Roachy, Quinbee and Cecil as much
as you want, but I'll only be covering what's necessary to proceed.
I recommend exploring every line of conversation and inspecting every
piece of evidence, but if you get stuck, read on. Start by talking to
Roachy. Once he's given you your objective, investigatethe scene of the
crime. Collect the script from Buzzbee's left hand and the nearby sandbag,
then inspect the script to get the paper clip. Inspect the paper clip to
unbend it, then head behind the stage. Ask the Beebot there to move, then
talk to Cecil, the large bee standing a few feet away. Have him move it to
either the right or left, then take a bow. Investigate the Beebot to get the
turnkey, then go up the stairs it had been blocking. At the top, you'll find
a locked box. Try to pick the lock with the unbent paper clip, then use the
resulting metal rod to dismantle the box's hinges. Collect the knife, then
follow the catwalk to the front of the stage. Cut the rope, go down to the
stage, grab the wing tip, and investigate the crime scene again. Use the
turnkey on the Beebot, then talk to Roachy to end the mission.
=================================
Stick Up (Action) - +SU
=========================
Saturday, 9:10 p.m.
Baystench District, Troi Westside
Objective: Chase Stix.
Scarabs: 8
Arms dealer Jimmy "Stix" McGillicuddy is on the run, and we're not done
questioning him. Immediately in front of the stoop you're standing on is
a new weapon- The Nectar Blaster (see Firearms section). Essentially the
game's shotgun, it's fatal at close range, but probably won't even hit your
target from a distance. Unlike your Pollinator, the Nectar Blaster requires
ammunition, which appears on-screen in the form of yellow boxes with green
spikes on the corners. To switch between weapons, press the Y button.
As soon as you step away from the stoop, a couple of Stix' cronies
will start shooting you with their Beetle Busters. It's fairly easy to
avoid- just jump around the shots, then use your double jump to close the
distance and fire off a shot in the Stick Bug's face. I'm only recommending
this because you're in a wide open space; you should always use cover when
you can. Go up the ramp by the large truck and dispatch the bug there, then
hop onto the truck and the following platforms. If you want to eliminate all
enemies in the stage, stay on the ground and walk past the truck, as two
stick bugs will spawn behind you.
Either way, from the platform step onto the wires. Don't worry
about falling off, if you go too far to one side Chrys will auto-correct.
Don't jump unless it's necessary, as you can fall off doing this. When
you reach the split in the wire, go to the right; the one on the left
leads to a brick wall. It's the same thing at the next split. When you
reach the platform at the end of the wire, a couple of Stick Bugs will
be waiting for you. Deal with them, then hop on the next wire and go
through the window you saw Stix use. Take out the bug here and collect
the Nectar Blaster ammo if you need it. Before leaving the room, turn
left at the exit for this stage's first Scarab. As soon as you leave
the room, another enemy will start shooting at you from the left. Deal
with him, and get the Scarab on the platform next to his. Return to where
you were when he started blasting you, then jump onto the slanted roof
directly ahead, which holds another bug. Jump onto the platform with the
rail going around it, then onto the pale pink triangle where wires meet.
You have to make your way across the wires here, while every so often a
cable car will pass by underneath, which you must jump over. I recommend
moving to the far wire, as the cars are coming from the direction you're
going, meaning you'll see them long before you have to jump. Get off at
the railed platform at the other end of the tracks, then mount the ramp
directly ahead. There will be an enemy waiting for you, and another soon
after. Once you've dealt with them, the path through the second half of
the level will be to the left. However, there's another Scarab (and a
spawning enemy) on a platform to the right.
The next area is full of crates, and the floor (roof? where are
we by now, anyway?) is full of holes. Take out the spawning enemies,
then proceed to the next area, with is full of bugs and chain link
fences. The fences are actually cover, and neither you nor your enemies
can shoot through them. Go through one of the openings on the left to
find a small walkway with a Scarab on it, then go to the end of the room
and out onto another similar walkway (this one sporting a bug) to get to
the next area. Two bugs should immediately start shooting at you- there's
a Scarab right next to the one on the left. Use the crates to jump to the
upper area, then work your way past the swinging red cranes. On the left,
you'll see some platforms sticking out of the wall. As Roachy said, it's
too far to jump to the last platform, which has a Scarab on it, so you'll
have to wall-walk. Areas where you're able to wall-walk are denoted by
large, usually cream or yellow-colored signs. To wall-walk, just move
toward the sign while in the air. A Stick Bug will sometimes spawn around
the next corner, but whether enemies will spawn, and sometimes whether
they'll stick around when you leave the area, seems to be hit-and-miss.
Anyway, when you step into the next area, you'll be attacked from the
left. Dispatch the bug, then turn to the right to find another Scarab
two platforms away. Go back to the left, and when you reach the end of
the downward-sloping ramp, jump to the blue platform below. Be wary,
though, as a bug will spawn as soon as you jump. Cross the wire, blast
the bug that appears, jump down to the truck, then down to the ground.
Take out the bugs that shoot at you, grab the final Scarab from behind
the shipping containers, and confront Stix to end the mission.
=========================
Histamine Field (Investigation) - +HF
=======================================
Saturday,10:02 p.m.
McGillicuddy's Warehouse
Troi Westside
Objective: Interrogate Stix.
Stix claims that he wasn't involved in Buzzbee's murder, but that
the guy he sold the Histamines to would be at a diner at around eleven.
Why does this even count as its own mission?
=======================================
Bug Day Afternoon (Investigation) - +BDA
==========================================
Saturday, 10:51 p.m.
The Dewdrop Trough
Objective: Find Stix' Buyer.
The buyer you're looking for is someone who had to have been here
last night. Talk to Millie, the snail running the cash register, to
learn that the receipts from last night are sitting on the empty table
by the exit. Examine the counter in front of her for the contest forms
and pencils, then go talk to the customers. You can check out what's on
their tables and interrogate them on where they were last night, but all
you're required to do is give them the contest forms. Either way, once
you've distributed the forms go have a chat with Millie. When you're done
with that, collect the forms by looking at each customer's table, then
place them next to the receipts on the table by the door. Poke the forms
and receipts to shuffle through them, until you find a match- Artie
Phlegming. Yes, the same Artie that the Hominid said "has to go" earlier.
Talk to the Spit Bug at the middle table. After the cut scene, talk to
him again, and drag the cake onto his picture to end the mission.
==========================================
Pier Pressure (Action) - +PP
==============================
Saturday, 11:28 p.m.
Waterfront, Lice Harbor
Objective: Chase Artie, the arms buyer (Spit Bug).
Scarabs: 4
Hmm, that objective looks familiar... and we're less than an hour
away from the chase at the beginning of the game! As you step onto
the walkway, a Robobug will spawn up ahead and may start shooting
at you. It's easier to kill it from here, and as you may be able to
tell from its attacks the Nectar Blaster isn't that great at a distance,
so use the Pollinator. Use the shipping containers in the next area as
cover while taking out the enemies, grab the Scarab behind the building,
then go to where the first Robobug was. Here you'll find a Nectarola Keg,
which replenishes quite a bit more health than the cans do, and the path
to the next area.
Here, you'll have to jump across crates floating in the water.
As soon as you land on the first one, you'll encounter a new type
of enemy; Mechsquitos, flying robotic bugs that usually travel in
groups of three. The best way to take them out is with the Nectar
Blaster, as trying to take them out one-by-one gives them time to get
a few shots in at you. Make your way across the rest of thecrates, then
eliminate the Robobugs and grab the Scarab that's behind the stack of
crates. Climb the crates, get rid of the Robobug on the ramp, and collect
your new weapon: The Mold Spore Launcher (see Firearms section). This is
the closest thing this game has to incendiary grenades. Rather than catch
fire, your enemies will become moldy, which slowly kills them as they
infect others nearby. Its ammunition is a green capsule which you've
probably seen an enemy drop by now.
Enter the building ahead, then follow the ramp you're shown.
You'll immediately have a chance to use your new Mold Spore Launcher,
as most of the Robobugs below won't notice you. Once you've cleared the
area, go past the shipping containers straight ahead of the end of the
ramp and turn to the left for a Scarab. An enemy will spawn behind you,
so duck behind the corner and take it out with your weapon of choice.
Walk to the end of the line of shipping containers, and turn right.
Walk to building with the containers next to it, disposing of the
Robobug, then use your Pollinator on the one on the far pier. Wall-walk
to where it was, jump across the platforms to where the missing lever
is, then make your way back to the dockyard office, watching out for
any enemies that may have spawned.
Now that the route into the ship is clear, hop onto the wooden
platform to the right of the building, blast the Mechsquitos, and
tightrope your way to the ship. Jump across the ledges until you
reach the opening with yellow lamps, and go in. Two Robobugs will
be waiting for you (one is far away, Pollinate it), and more will
spawn once you hit the ground. Jump onto the catwalk and use the
control panel to lower a shipping container (there will sometimes
be a Robobug on it), which you can you to reach the next area.
Watch out, as there will be a Robobug right around the corner.
On top of the ship, make your way to the red ramp, killing the
enemies in your way. Don't go up the ramp, however; go to the
right and take out the two Robobugs, so they won't shoot you while
you're trying to get past the cranes. As soon as you're on the red
walkway, Mechsquitos will attack, which will happen again when you
get to the wire. Right by the last crane on the red walkway, hop
down to the blue/gray floor on the right and get the last Scarab,
behind the large shipping container that sticks out more. As soon
as you get off the wire, more Mechsquitos will ambush you. To the
left of the warehouse is nothing but a Robobug and some Mold Spore
ammo, so go on in. Inside are some crates, enemies.. you know the drill.
As soon as you step out the other side Mechsquitos will attack, so have
your Nectar Blaster ready. In the next warehouse, use the control panel
on the right to drop a crate on the Robobugs blocking your path, then
approach Artie to end the mission.
==============================
Downtown Showdown (Action) - +DS
==================================
Sunday, 12:54 a.m.
Lyme Square
Objective: Clean up the downtown Robobug infestation.
Scarabs: 4
We're finally caught up to the present! Up ahead you'll see
a spinning spikey thing by a large blue plastic container (a
port-a-potty..?). This is the latest addition to your steadily
growing arsenal, the Histamine (see Firearms section). The game's
proximity mines, these work best on groups of enemies and things
that require a lot of hits. You'll also need them to blow up the
green manholes, which will continue to spawn Robobugs until you do
so. Leave the cover of your bulletproof toilet and hide behind the
car directly in front of it, where you'll find another weapon- The
Nectar Canon (see Firearms section). The buggy equivalent of a rocket
launcher, it fires a stream of nectar which is lethal to normal enemies.
Its ammo looks like four pointy yellow discs stuck together.
Take out the three manholes, then the two that appear when
you try to proceed through the level. Next to the overturned
Nectarola truck, you'll find yet another new weapon- The Amberizer
(see Firearms section). Insecticide's take on a stunning weapon, it
shoots globules of amber that will temporarily freeze your enemies.
It doesn't do any damage, but it will allow you to get close enough
for a fatal blaster or cannon shot. Amber ammo resembles a large yellow
globe. Straight ahead, past the Robobug, is a control panel, but you can't
do anything to it yet. Between the truck and the wall it's next to you'll
find a Scarab, and by a wall on the other side of the truck you'll find
another. Once you've eliminated the last Robobug, it will drop a level,
and a weaponized spider crane will appear. Grab the lever and take it to
the control panel, then go through the gate that opened. Grab the Scarab
on the left, then jump onto the ledge and go up the ramp. Follow the wire
to the lamp and break it, ignoring the spider crane- it can shoot you, but
not knock you off the wire. Walk along the balcony at the end of the wire,
then jump onto the roof to the right for the last Scarab. Jump back down
to the balcony, then jump to and break the second lamp. Follow the wires
to the control panel, breaking the third lamp along the way, and activate
it to end the mission.
==================================
Honey Train (Investigation) - +HT
===================================
Monday, 5:19 p.m.
Nectarola Pollen Express
Objective: Get into the Caboose to find the "secret cargo."
Quinbee's requested that you escort her train, for some reason.
Talk to her until she gets a phone call and kicks you out, then
ask Roachy how to listen to what she's saying through the door.
Go into the dining car and steal the floral hydrate and teacup
from the doctor's table. You could get the water glass from the
counter across from the kitchen, but it won't work as a listening
device anyway, so skip it. Show the teacup to the Beebot in the
kitchen to have it filled with tea, then add the floral hydrate
and give it to the doctor. Steal his stethoscope and use it on
the door to Quinbee's car.
Return to the dining car and take the envelope and small blue
vial, then examine the notebook that was under the envelope.
Go to the car past the kitchen and check the door, then use
the envelope on the fertilizer bag and add the luciferase to
the envelope. Get some charcoal from the kitchen's brazier,
then take your newly made bomb to the candelabra on the table
across from the doctor's. Examine the box on Quinbee's desk
to end the mission.
===================================
Railroad Typhoon (Action) - +RT
=================================
Monday, 6:28 p.m.
Nectarola Pollen Express
Objective: Chase the kidnappers towards the front of the train.
Scarabs: 5
Quinbee and Roachy have been kidnapped by Robobugs! They're
being taken to the front of the train up on the roof, so you
should do the same through the interior. First, though, turn
to your right for a Scarab, th
11/14/09
Special Thanks +ST
=======================
This section, at the top of the page, is reserved for anyone who has helped
me in any way with the creation of this FAQ, whether they contributed in any
significant way, provided information, gave me advice on writing this, or
even pointed something out!
This section is currently empty.
=======================
Table of Contents +ToC
===========================
0. Special Thanks +ST
I. Table of Contents +ToC
II. Updates and Version History +UVH
III. Introduction +INT (please read!)
IV. Controls +CT
V. Setting and Background +SaB
VI. Character Profiles +CP
VII. Enemy Index +EI
VIII. Scarab Locations +SL
IX. Weapons +WP
IX-a. Firearms +Fms
IX-b. Abilities +Abl
IX-c. Other Firearms +OF
X. Walkthrough +WT
X-a. Great Expectorations +GE
X-b. The Soda Bomber +TSB
X-c. Buzz Kill +BK
X-d. Stick Up +SU
X-e. Histamine Field +HF
X-f. Bug Day Afternoon +BDA
X-g. Pier Pressure +PP
X-h. Downtown Showdown +DS
X-i. Honey Train +HT
X-j. Railroad Typhoon +RT
X-k. Home for the Hominids +HH
X-l. Revelation #9 +R9
X-m. I, Robobug +IR
X-n. Ka-Bloom! +KB
X-o. Soda City +SC
X-p. Fear Factory +FF
X-q. Call Me Honey! +CMH
X-r. An Explosion of Cherry Flavor! +ECF
XI. Glitches and Oddities +GaO
XII. Frequently Asked Questions +FAQ
XIII. Contact Info +CI
XIV. Legal Stuff +LS
(Note: Additional sections
may be added in the future.)
===========================
Updates and Version History +UVH
=====================================
10/26/08 - Version 1.0
========
Done! Here it is, version 1.0 of my Insecticide
FAQ. I may add more content in the future, but
for now, it's finished and ready to sumbit to
GameFAQs.
10/24/08 - Version 0.3
========
Finished the Enemy Index, Glitches and Oddities,
Character Profiles, and FAQ sections.
10/23/08 - Version 0.2
========
Over the last few days I've finished the basic
formatting for this guide, and about half of the
sections I have planned. Considering how small
the amount of time it would take to finish what
I currently have planned is, I may wait until
Version 1.0 is ready to submit this to GameFAQs.
10/19/08 - Version 0.1
========
The Walkthrough is complete, and contains all
Scarab locations. I think everything else should
be fairly easy to do after this.
=====================================
Introduction +INT
======================
Hello, and welcome to my Insecticide FAQ. I hope that you'll find it
useful, despite my bad writing. The investigation portions of the
walkthrough only cover the minimum that you're required to do to
complete the mission, while the action parts are comprehensive and
cover everything from Scarab locations to every time you can expect
an enemy to attack. As such, the writing in the action sections can
get stale rather fast, so I'll be accepting alternative versions of
each mission. If you would like to contribute, see the Contact Info
section of this guide. Please let me know if you find any factual or
typographical errors, or if you feel that anything needs clarification.
Some sections contain minor spoilers. If you would like to avoid these,
don't read about a weapon until you have it, and refrain from skipping
ahead in the walkthrough. Any major spoilers will be clearly marked.
In case you're inexperienced with conputers, or just unaware of the
fact, you can press CTRL+F to find content on the current page. Next
to each section in the Table of Contents, you'll see a two or three
letter acronym with a plus sign in front of it, such as +INT; type it
into the seach bar to find the corresponding section on the page.
(note: this feature is not case sensitive)
======================
Controls +CT
=================
Insecticide is broken into two types of gameplay, each of which
has its own control scheme. Unlisted buttons do nothing.
Menu
======
Control Pad - Scroll through menu
A Button - Confirm selection
B Button - Cancel selection
X Button - Erase file (file select menu only)
Touchscreen - Can perform Control Pad and A/B button functions
Action Level
==============
Control Pad - Walk, turn
A Button - Lock onto enemies within selected weapon's range
B Button - Jump, double jump
X Button - Look around with Control Pad
Y Button - Cycle between weapons
R Button - Use selected weapon*
Start Button - View pause menu
Touchscreen - Hold down to look around, tap to jump, select weapon
Investigation Level
=====================
Control Pad - Walk, turn
A Button - Examine object/initiate dialogue, scroll through text
X Button - Exit examination/dialogue screen, look around with Control Pad
Start Button - View pause menu
Touchscreen - Inspect/use evidence, examine scene, perform A/X button functions
* if close enough to an enemy, a kick attack
will be used instead of the selected weapon
=================
Setting and Background +SaB
===============================
Insecticide is set in the distant future, in the city of Troi.
Long ago, human geneticists developed crops that were resistant
to pests of all kinds. Unfortunately (for the humans, anyway),
the pests adapted and ate the crops, which it turned out were
genetically unstable enough to cause mutation in the consumers.
Over time, the arthropods and various other protostomes evolved
to become the dominant creatures on the planet; the humans weren't
so lucky. The same altered crops caused severe, lethal allergies to
form in them, killing off most of the species and forcing the rest
to seek shelter from the deadly pollen. By the time that Insecticde
takes place, humans, now referred to as Hominids, are an old and dying
race, and are considered to be inferior to the insects. Due to the toxic
pollen permeating the city, they must wear hazmat (hazardous material)
suits to survive.
The city's inhabitants are ruled by their addiction to Nectarola, a
soft drink made of pollen and nectar produced by the drone offspring
of Madame Haezzle Quinbee, the queen bee and CEO of Nectarola Co.
Shortly before the introduction of a new flavor of Nectarola, Manchurian
Cherry, a mysterious terrorist the press are calling "The Soda Bomber"
starts setting off explosive soda cans in seemingly random places around
the city. Though none of the bombings have been fatal, the case has been
delegated to Precinct 47's Insecticide division, headlined by veteran
detective Roachy Caruthers and his rookie partner, Chrys Liszt.
===============================
Character Profiles +CP
===========================
=Chrys Liszt=
Chrys is a rookie cop with a mysterious past, and the
protagonist of the game. She doesn't remember her past,
but has recurring nightmares that seem to be tied to it.
Her only possession from her former life is a photograph
of her as a child, standing with an unknown man. The name
Chrys Liszt is a play on the word chrysalis, which is the
type of pupa caterpillars become. The surname Liszt is of
Hungarian origin.
-From the Case File-
Height: 5'4"
Weight: 114 lbs.
Species: Unknown.
Weapon of Choice: Pollinator.
Affiliations: Roachy Caruthers' partner.
Notes: Chrys is a bit of an enigma, even to herself. Her
memory of her past is murky - possibly due to an accident
that she suspects has left her on her own.
She has disturbing flashbacks and te mystery haunts her
dreams, but she has yet to make any sense of it. It's her
quest to find these answers that caused Chrys and Roachy's
paths to cross. She is thoughtful, curious and tough, and
she makes a good detective without really having intended to.
She can stick to walls for brief periods of time and run
along them, is unfazed by a shot of bug spray that would
take down an insect twice her size, and seems oddly to be
one of the few inhabitants of Troi not totally obsessed
with Nectarola.
=Roachy Caruthers=
Roachy is a veteran detective, and Chrys' partner. Having
put some weight on around the thorax, Roachy isn't quite as
spry as he used to be, and as a result has been shot some
forty-seven times in his career. He was the lead detective
on the case of Madame Quinbee's egg-napping thirty years ago,
and while it remains unsolved to this day, she's never held
it against him. Roachy is a stereotypical veteran cop, with
a name to match. The name Caruthers originates from Scotland.
-From the Case File-
Nickname: Bullseye, The Donutator.
Height: 5'1".
Weight: 155 lbs.
Species: Cockroach.
Weapon of choice: "Amber".
Affiliations: Chrys Liszt's partner.
Notes: A cop for thirty-some years, Roachy is one of the
longest serving veterans on hte Troi P.D. Not that that buys
him respect or credibility with the big bugs downtown - Roachy
has always been a "street roach." He's approaching retirement
age, but Chief Chigger made it clear that the precinct would
close up and cut pensions if they couldn't find some bodies to
fill the desks and solve a few cases on the board. This lead to
one of Roachy's better ideas: recruiting Chrys to the academy.
He's been shot forty-seven times in the line of duty, but it
hasn't slowed him down much - even though cockroaches didn't
quite become the dominant species on the planet as most humans
predicted, they are nevertheless extremely durable.
=Madame Haezzle Quinbee=
Quinbee is the chairman and CEO of Nectarola Co, the largest
employer in the city of Troi. The single most recognizable
face in the city, she's getting on in years, but can apparently
still produce all of the drones required to tend to the pollen
fields. Her royal egg, which would have hatched into the heir
to Nectrola Co., was stolen thirty years ago. The name Quinbee
is a play on queen bee, while the name Quinn hails from Ireland.
-From the Case File-
A.K.A.: "Honey", Chairman Quinbee.
Height: 5'10".
Weight: Classified information. All previous medical records have
been sealed, and some sort of jamming device is rumored to
override previous attempts at gathering this data.
Species: Bee.
Outstanding warrants: None.
Record: None.
Weapon of choice: N/A.
Affiliations: N/A.
Notes: Roachy would kill me if he saw I even had his "girl" on
the suspects list. Not sure what gets into him whenever he's
around her, but he's definitely "distracted". Truth is, anyone
present during the murder, or even affiliated with the victim,
for that matter, is a potential suspect. Although I have my
doubts as to why such a high-powered executive like her would
stoop to getting her hands dirty offing a nobody like Buzzbee.
CEO of Nectarola Co, number one employer in the city, and maker
of Troi's most popular beverage/foodstuff. Nectarola is also
Troi's main export (not counting crime and weapons).
=Ozwald Mandias=
Ozzy is an old Hominid scientist, and seems to know about
Chrys' past. It turns out that he's the mysterious figure in
the old photograph; aside from that, very little is known
about him. The name Ozzy Mandias is a play on Ozymandias,
a sonnet about a long-dead, boastful king who considered
himself and his works to be the greatest things in the
world, though now all that remains of him is an ancient,
crumbling statue.
-From the Case File-
Nickname: Ozzy.
Height: 5'7".
Weight: 132 lbs.
Species: Hominid.
Weapon of choice: The non-sequitur.
Affiliations: Works for an unknown employer in an elaborately
outfitted lab at the top of Hominid City.
Notes: Ozzy is a talented scientist, whose faculties have
declined somewhat over the year due to pollen exposure. He
works in a solitary facility that seems to be a genetics lab,
a demolitions facility, or both. The equipment there costs more
than everything else in the underground city combined, but what
Ozzy is using it for is a mystery. He seems to be holding back,
no doubt because of the security cameras trained on him 24/7.
One thing for certain, though, is that he seems to know a lot
about me and is somehow connected to my mysterius past.
===========================
Enemy Index +EI
====================
What's an action game without memorable enemies?
An action game without memorable enemies, is what.
While only time will tell how memorable your foes
in Insecticide are, you should at least remember
how to deal with them while playing.
Regular Enemies
=================
=Spit Bugs=
Spit Bugs use their own noxious oral secretions
as a weapon, and will opt to spit at you from afar
rather than risk close combat. As you only find them
in one mission, your options for fighting them are
limited. Just dodge their spit, and return fire with
the Pollinator. The group you that encounter call
themselves The Spit Fires.
Ranged Attack: Toxic spit.
Close Attack: Targeted toxic spit.
Note: At close range, the Spit Bugs' attack is much
more accurate than it is at a distance.
Notable Members: Artie Phlegming, Jimmy Spitzler
Missions: Great Expectorations.
-From the Case File-
A.K.A.: The Droolers.
Species: Spit Bug.
Outstanding warrants: They're all wanted for something.
Record: As long as their antennae.
Weapon of choice: Toxic saliva.
Affiliations: They're affiliated with no one, they run
with the wind (although they try not to spit into it).
Notes: Artie's gang. They're tough as spit, with attitude
to match. The toxic saliva is bad enough, but after some
"friends" gave them extra firepower, they were especially
dangerous. Didn't do Archie much good though when he was
staring down the grill of a speeding delivery truck.
=Stick Bugs=
The Stick Bugs that associate with Stix call themselves
The Javelins. They move quickly, hit hard, and play dirty.
They only appear during the Stick Up mission, so the best
way to handle them is to dodge their attack and close in
for a shot with the Nectar Blaster.
Ranged Attack: Beetle Busters.
Close Attack: Shin kick.
Note: Stick Bugs wield a Beetle Buster in each hand,
for a total of four. The Beetle Buster is a
hard-hitting laser pistol, and four of them at
once is almost like a Nectar Blaster.
Notable Members: Jimmy "Stix" McGillicuddy.
Missions: Stick Up.
-From the Case File-
A.K.A.: Trouble.
Species: Stick bug.
Outstanding warrants: Across the board.
Record: They all got 'em.
Weapon of choice: You name it, but they prefer Beetle Busters.
Affiliations: Sometimes been known to run with
biker gang A Touch of Weevil.
Notes: These guys pop out from behind light posts when you
least expect it, then disappear just as easily. Their turf
is most of the West side near the warehouse district and the
bay. They're mostly small time thugs and gun runners, but
there's a rumor that some of them are deeper into a big
weapons smuggling operation.
=Mechsquitos=
There's not much to say about Mechsquitos. They're outfitted
with antique pistols, and attack in groups of two or three in
wide-open areas. The best weapon to use against them is the
Nectar Blaster, as its shots are able to hit more than one
enemy at once.
Ranged Attack: Antique pistol.
Close Attack: Same.
Notable Members: N/A
Missions: Pier Pressure, Home for the Hominids,
An Explosion of Cherry Flavor!
-From the Case File-
A.K.A.: Buzzguns.
Height: 6".
Weight: 1.3 lbs.
Species: Robots.
Outstanding warrants: N/A.
Record: N/A.
Weapon of choice: Antique pistol.
Affiliations: Robobugs carry a small hive of these in a
compartment in the back of their suit.
Notes: Robobugs set these guys loose at the waterfront.
They home in on you with a built in GPS, like a flying
pistol with radar. These bugs will swarm and catch you
when there's no cover.
=Robobugs=
Robobugs are the main enemy in the game, so you'll be
seeing a lot of them. They use Nectar Blasters, you might
want to avoid the direct approach. The safest way to handle
them is to hit them with mold spores, then wait it out. If
you aren't so patient, or don't have adequate cover, a shot
from the Nectar Cannon will usually take them out. In the
later stages of the game, you can use Brain-Freeze or Total
Confusion from behind cover to avoid taking damage.
Ranged Attack: Nectar Blaster.
Close Attack: Backhand.
Note: Robobugs will normally attack with Nectar
Blasters just like the one you use, but if
you get too close they'll backhand you.
Notable Members: None.
Missions: Pier Pressure, Downtown Showdown, Railroad
Typhoon, Ka-Bloom!, Fear Factory, An Explosion
of Cherry Flavor!
-From the Case File-
(Note: The file for Robobugs changes almost
every mission, each time with spoilers, so
I've chosen to use their initial entry.)
A.K.A.: What the heck is that?
Height: 6'7".
Weight: 413 lbs.
Species: Unknown.
Outstanding warrants: Wanted for destruction of the Dewdrop
Trough, interfering with the arrest of
a suspect, and assault with deadly force.
Record: Unknown.
Weapon of choice: Nectar Blasters.
Affiliations: Unknown.
Notes: The facts are that these "things" busted up the
diner, grabbed my perp, and used deadly force to prevent
us from capturing or questioning them. That's nothing
unusual for a night in Troi. What's unsuual is their
strange mechanical suits, and the fact that I've seen
them before... in my recurring nightmares!
=Appliance Bugs=
Appliance bugs are unique in that they serve as both
enemies and weapons. They attack with a laser, which
while hard to avoid, doesn't do much damage. A single
shot from any weapon or a well-placed kick will stun
them, allowing you to pick them up and use their laser
pistols. They will continuously spawn from their nest,
so destroy it if you want to stop the flow.
Ranged Attack: None.
Close Attack: Targeted laser.
Note: Probably due to their size, Appliance Bugs have
the shortest range of any enemy in the game.
Notable Members: None.
Missions: Railroad Typhoon, Home for the Hominids.
-From the Case File-
A.K.A.: Ouch, that stings! Wrong number.
Height: 7".
Weight: 1.5 lbs.
Species: Robot.
Outstanding warrants: N/A.
Record: N/A.
Weapon of choice: Remote operated mixer cooled laser
pistol with telephonic pulse.
Affiliations: Part of the Hominid Security and
Telecommunications Network and comes with
a Good Homemaker gold star rating.
Notes: A nasty little critter cobbled together from misc.
spare telephones, irons, mixers, remote controls, and other
electronics and appliance parts, strapped together with duct
tape, and outfitted with a laser pistol. If you can stun one,
you can pick it up and strap to your arm to use as a weapon.
=Hominids=
While slow-moving, Hominids use bug spray guns that emit a
continuous stream, which have a surprisingly long range. They
almost always appear in groups of three, but aren't very good
at covering each other's backs. At close range, some enemies
have a strong attack designed to knock you back; not only do
Hominids not have one of these, but due to a glitch, they're
unable to hurt you at all. At extremely close range, the bug
spray guns can't hit you unless you jump or attack.
Ranged Attack: Bug Spray Rifle
Close Attack: None.
Note: At extremely close range, Hominids are unable to attack.
Notable Members: Ozwald Mandias, Carson Gabwell Jr.,
Unidentified Hominid (in cell)
Missions: Home for the Hominids, Revelation #9.
-From the Case File-
(Note: This section contains spoilers.)
A.K.A.: Those freaks in the plastic wrap helmets.
Outstanding warrants: Unknown.
Record: Unknown.
Weapon of choice: Semi-automatic compression projection
bug spray rifle.
Affiliations: Unknown.
Notes: Their makeshift metropolis was built using scrap
metal and train parts, but it's well organized and seems to
be the base of operations for Robobug excursions. The bigger
mystery, though, is their use of the strange symbol and its
connection to the crate on the train and my past.
=Beebots=
Beebots prefer to attack from afar, but will close the
distance if you take cover. If you're able to hit them
with Total Confusion, it will help a little; otherwise,
they take two hits before going down.
Ranged Attack: Optical laser bursts.
Close Attack: Same.
Notable Members: Beebot Chef #22.5, "Tinny Tim" (murder weapon)
Missions: Ka-Bloom!, Fear Factory, An Explosion of Cherry Flavor!
-From the Case File-
A.K.A.: The Nectarola Mascot.
Height: 4'9".
Weight: 685 lbs.
Species: Robot.
Outstanding warrants: None.
Record: None.
Weapon of choice: Twin corneal machine cannons.
Affiliations: Works exclusively for the Nectarola Co.
Notes: (Update: These guys aren't so beloved anymore.)
Watch out for those eye cannons! The beloved Nectarola Beebot
is a spokesbot universally adored and trusted by the cirizens
of Troi. First appearing in a commercial several years back
for the ill-conceived E.Cola, the Beebot nevertheless rebounded
into Troi's hearts after securing a supporting role in the new
ad campaign featuring Quinbee herself as spokesbug. The Beebots
are quite accomplished dancers with a pleasant speaking voice
and a lovely tenor. Spare parts are hard to come by.
=Bees=
(Note: This section contains spoilers.)
Two of these drones are summoned by Quinbee with yellow
pheromones during the final battle on the roof of Nectarola
Co. in the mission "Call Me Honey!". They use Nectar Blasters
and, when you're close enough, will punch with two of their
four arms. If you use Total Confusion on them, they'll attack
each other and Quinbee, but she'll kill them after only a
few seconds.
Ranged Attack: Nectar Blaster.
Close Attack: One-two punch.
Notable Members: Cecil Bee, Buzzbee, Dr. Pharkus Swellbee.
Missions: Call Me Honey!
-From the Case File-
(Note: As there is no file specifically for the drones
you fight, I'm using the one for the Bee Guards.)
A.K.A.: N/A.
Species: Bee.
Outstanding warrants: Unknown.
Record: Unknown.
Weapon of choice: Surliness.
Affiliations: They work exclusively for Quinbee and Nectarola,
and are rarely seen outside company property.
Notes: They're what's left of Quinbee's Apian Guard, and
part of the larger Nectarola Bee workforce, although recently
Quinbee's been seen mostly with Beebots. She claims it's all
part of her new "friendlier" image, but there are rumors that
it's actually because the Bee population is dwindling. Hard
to verify, as they've always been a secretive group and
Nectarola claims a majority of them working at one of their
many undisclosed Pollen Fields locations.
If you would like to see descriptions of the game's four
boss battles added to this section, just let me know.
(See Contact Info below.)
====================
Scarab Locations +SL
=========================
You've probably seen large, golden bugs sitting in some
out-of-the-way spots in the action levels of Insecticide
and thought, "what's this thing?". These are the Scarabs,
hidden tokens that will increase your health meter. There
are forty-five of them scattered throughout eight of the
game's missions, some of which are quite well-hidden.
=Great Expectorations=
Scarabs: 3
1. At one point, you will be faced with two Spit Bugs on
the roof across from you. Past them is a series of circular
platforms, the last of which holds a Scarab.
2. After the roof with the two Spit Bugs is a billboard.
Jump to it, then drop to the roof below and turn to the
right. A series of ledges leading down ends in a Scarab.
3. Just before the building containing the large fan, you'll
fight two Spit Bugs. Past them is a crate, behind which is
the mission's final Scarab.
=Stick Up=
Scarabs: 8
1. In the building you enter after walking on the wires,
turn to the left in front of the exit window for a Scarab.
2. Immediately after the building mentioned above, a Stick
Bug will begin shooting at you from a platform on the left.
On another platform next to his is a Scarab.
3. After leaving the cable car tracks, you'll be shown an
area to the left with a blue floor which is full of holes.
Walk past it and jump to the platforms on the right for a
Scarab.
4. In the building with the chain link fences inside, there
are three gaps in the wall to the left. Two of them are
linked by a walkway which holds a Scarab.
5. In the next area is a large stack of crates, and two
Stick Bugs. Next to the one on the left, behind a crate,
is a Scarab.
6. In a gap between buildings, you'll be introduced to the
concept of wall-walking. On the platform you wall-walk to
is another Scarab.
7. After the wall-walk area, you'll be attack by a Stick
Bug on the left. To the right is a platform with a Scarab.
8. In the final area, Stix is to the left of where you jump
down, while some shipping containers and Stick Bugs are to
the right. Behind the containers is the final Scarab.
=Pier Pressure=
Scarabs: 4
1. The first area is full of shipping containers and a few
Robobugs. There's a single small building with street lamps
around it, behind which is the first Scarab.
2. After crossing the crates floating on the water, you'll
find a stack of crates which you climb to get the Mold Spore
Launcher. Behind the crates is a Scarab.
3. Right after you get the Mold Spore Launcher, you'll take
a ramp down to an area with shipping containers and Robobugs.
Walk straight from the end of the ramp and past the containers,
then turn to the left to find an alcove with a Scarab in it.
4. On top of the ship, you'll find a red path which has cranes
swinging across it. At the end of the path is a walking wire
to the left, and a blue/gray floor to the right. Drop down to
the floor on the right to find the final Scarab behind the
shipping container that's sticking out.
=Downtown Showdown=
Scarabs: 4
1. To the left of the wrecked Nectarola delivery truck is a
short alley containing two Robobugs. On the left side (from
the entrance) is a Scarab.
2. There's a small gap between the wrecked truck and the wall
behind it; hiding in that gap is another Scarab.
3. Through the gate opened by the control panel is a ledge with
a ramp on it. On the left side of the ledge is a Scarab.
4. After breaking the first street lamp, you'll find yourself
on a balcony. To the left is the second street lamp, and to the
right is the roof of a building you're able to jump up onto. On
the roof, on the other side of the alley you started the mission
in, is the final Scarab.
=Railroad Typhoon=
Scarabs: 5
1. Turn to the right as soon as the mission starts for a Scarab.
2. Instead of heading into the executive lounge car ahead,
turn around and go into the caboose for another Scarab.
3. Immediately to the left of the door you came in through in
the executive lounge is a Scarab.
4. Immediately to the left of the door you came in through in
the dining car, between the wall and the kitchen, is a Scarab.
5. In the first passenger car, turn to the left just before
the door to the next one for the final Scarab, which had been
blocked from view before by a wall.
=Home for the Hominids=
Scarabs: 8
1. Early in the level you'll encounter three Hominids; one on
a platform, two on a raised ledge to the right. After getting
on the ledge, head back towards the start of the level for the
mission's first Scarab.
2. After the aforementioned ledge, you'll jump from an odd
structure made of circular segments to a roof. To your right
are two large pipes, with a Scarab visible on the other side.
Circle the building to the left until you reach the other
side of the pipes to collect it.
3. From the building mentioned above, follow a beam or pipe
to another, where a Scarab will be clearly visible to the
left of the red roofs.
4. When you come to the first walking wire after the red
roofs, ignore and walk past it for a Scarab surrounded by
four cans of Nectarola.
5. From the last Scarab, drop down to the right to a ledge
which holds another.
6. After the series of chimneys and beams, walk all the way
down to the end of the ledge/roof you're on to find a Scarab
on the right.
7. When you reach the long line of red walls you're required
to wall-walk on, do so on the right side, and at the end you'll
find a Scarab.
8. At the end of the stage you'll find a walkway, the left
side of which ends in the building with the strange symbol
above it. To the right is the final Scarab.
=Ka-Bloom!=
Scarabs: 4
1. In the first area of the greenhouse are large devices
that release a damaging spray of pollen. Past them, rather
than following the path to the center of the room, jump to
the platforms straight ahead for a Scarab.
2. At the end of the ledge with the control panel in the
first area, you'll find a Scarab.
3. In the second area, there's a Scarab hidden behind the
ramp on the floor.
4. After taking the wire to the central platform in the second
area, there will be a Scarab on a platform against the wall,
connected to where you are by wire.
=Fear Factory=
Scarabs: 9
1. In the first room, Robobugs will attack from the left
as you're crossing the crates floating on the Nectarola.
Floating in the air between the crates they're standing
on is the first Scarab.
2. In the next room, after activating the control panel,
turn around and jump back to the shipping containers to
find a Scarab, which had been blocked from view before.
3. In the next room, there's a Scarab behind the vat of
Nectarola straight ahead from the door.
4. In the same room, there's a raised walkway leading
to a door on the right. To the left, behind a yellowish
support column, is another Scarab.
5. In the room after the next one, drop to the floor,
where you'll find a Scarab under the suspended walkway.
6. In the same area, stay on the floor and walk all the
way to the other end of the room for a Scarab.
7. The next room is full of small platforms; take the
path to the left to reach a Scarab.
8. The next room has two paths- take the lower one,
then in the next room wall-walk to the left and cross
the pipe for another Scarab.
9. In the second-to-last room, you're required to
wall-walk to a control panel. On the platform right
before the sign you wall-walk on is the final Scarab.
=========================
Weapons +WP
================
As ten and a half of Insecticide's eighteen levels consist
of run-and-gun action, you should know the weapons at your
disposal. In the final third of the game, firearms will be
replaced with Chrys' own pheromonal abilities.
Firearms +Fms
===============
=The Pollinator=
The Pollinator is your default gun, and Chrys' weapon
of choice. Long-ranged and light on damage, it fills
the role held by 9mm pistols in most other games. As
it collects pollen from the air to form projectiles,
the Pollinator never needs to be reloaded.
-From the Case File-
Manufacturer: AgGrow Firearms.
Notes: Standard issue Troi PD firearm; I don't leave
home without it. Some of the other cops prefer heavier,
less modern side-arms, but I like it because it's light
and fast and never gets tired.
The department manual says the Pollinator is powered by
4 solar photovoltaic cells, with a backup 9 volt battery
and air cooled manifold. All I know is, thankfully, it
never runs out of juice.
Technical Specs: Continually extracts pollen from the air
to create highly-explosive refined pollen "donuts" (about
the only kind Roachy won't eat).
Damage: Low.
Range: Far.
Magazine Capacity: Unlimited (self-recharging).
=The Nectar Blaster=
The Nectar Blaster functions like a shotgun, and is my
favorite weapon in the game. It fires blasts of hardened
nectar, and like a shotgun is only really effective at
close range. Nectar Blaster ammunition resembles a green
box with yellow spikes sticking out of it.
-From the Case File-
Manufacturer: Sweet & Kindle
Notes: I appropriated this piece of evidence from the
doorstep of one Jimmy "Stix" McGillicuddy, right after
he used it to shoot my partner. Roachy was ok though,
and Stix got away so there's no point in turning it
over to Chigger. Plus it kicks thorax at close range.
Technical Specs: Unloads a spray of hardened nectar;
good against groups of flyers. Not so good at long
distances, save this one for up-close-and-personal
sleuthing.
Damage: High.
Range: Close.
Magazine Capacity: 25.
=Mold Spore Launcher=
The Mold Spore Launcher is your best bet for safely taking
out large groups of enemies. The closest comparison I can
draw to it is an incendiary grenade; however, instead of
setting targets in the affected area aflame, it infects
them with deadly Mold Spores, which can be spread from one
to another. So long as the green mold splat is visible, it's
infectious. Mold Spore ammo appears as a green and silver,
somewhat isosceles trapezoid-shaped canister.
-From the Case File-
Manufacturer: Greensmere Industries.
Notes: Discovered in the Troi waterfront area; apparently
dropped by one of the Robobugs. I'll have to remember to
file a report on that, next time I'm in the Precinct.
Technical Specs: Launches explosive canisters which spread
infectious mold when they hit the floor. Infected victims
are also infectious, at least for the brief time they have
left. Good against groups of thugs.
Damage: Medium.
Range: Medium.
Magazine Capacity: 15.
=Histamines=
Also spelled "Hista-mine", these proximity-activated
explosives are best suited for taking out enemy-spawning
structures, and can be used to set traps or function in
a fashion similar to Mold Spores, allowing you to eliminate
enemies while remaining behind cover. Histamines resemble
thick brown discs, with four spikes sticking out from the
sides and eight holes which release toxic pollen.
-From the Case File-
Manufacturer: Sinublast.
Notes: Mayor Bloombug commissioned these to deal with the
Hominid vagrant problem, but they were outlawed after a
backlash from unintended targets. Still available on the
black market from low-level arms dealers like Stix.
Technical Specs: Proximity triggered explosive device that
shoots a blast of toxic pollen. Causes a severe allergic
reaction in whoever comes in contact with it. Hominids or
Insect, they all swell up like balloons. Arm, throw, run!
Good against enemies under cover.
Damage: Lethal.
Range: Close.
Magazine Capacity: 5.
=The Amberizer=
The Amberizer is a unique firearm, as it does little
to no damage. It's hard to say what traditional weapon
it's a parallel to, but the Amberizer's function is easy
enough to understand. It launches a globule of sticky amber,
which quickly hardens and immobilizes the target for a few
seconds. It seems to be based on Amber, Roachy's unique
pistol. Amberizer ammo is a basketball-size globe of amber.
-From the Case File-
Manufacturer: Jurassican.
Notes: Seems to be a heavy version of Roachy's unique
pistol. He's always been less than forthcoming about
its origin... I'll have to ask him what he knows about
this. Found downtown in the wreckage of a hijacked
Nectarola delivery truck.
Technical Specs: Shoots a rounded globule of amber that
envelopes and temporarily immobilizes the target; amber
is brittle and known to shatter.
TIP: Follow up quickly with a secondary attack, before
it wears off.
Damage: Low.
Range: Close.
Magazine Capacity: 15.
=The Nectar Cannon=
The Nectar Cannon is the favorite weapon of Hex, the
gadget-loving Wasp of Precinct 47's Insecticide division,
and with good reason. Similar in use to a rocket launcher,
it fires a stream of nectar that is lethal to almost all
normal enemies. Nectar Cannon ammunition takes the form
of a series of four flat pentagonal cartridges full of
yellow nectar, stacked on top of each other.
-From the Case File-
Manufacturer: Goldstream.
Notes: Hex tested one of these on Roachy... woulda killed a
lesser bug (but it did get Hex a 2 week suspension/vacation).
Not too many street thugs can afford a piece like this, or
afford to leave it lying in the street; gotta be carried by
someone pretty well funded.
Technical Specs: This heavy-duty weapon fires a lethal stream
of liquid nectar. Not much else to say about that, other than
"get outta the way."
Damage: Lethal.
Range: Medium.
Magazine Capacity: 15.
=Appliance Bugs=
Appliance Bugs are an odd sort of weapon, as they also
serve as enemies. Built by Hominids from scrap parts of
household appliances to serve as sentries, Appliance Bugs
will continue to spawn from their nest until it's destroyed.
Once an Appliance Bug has been disabled, it can be picked up
and used as a short-range laser pistol. Picking up additional
disabled bugs will reload your clip.
-From the Case File-
Manufacturer: Hominids, clearly! Plus I guess the original
appliance makers deserve some credit... HomniTelecomm,
BakersAide, and HouseMaster Appliances.
Notes: It's like an unholy marriage of watchdog and cake mixer.
Wish my appliances had this much enthusiasm.
Technical Specs: Patched together from various recycled
appliances and powered by a very single-minded intelligence,
these enemies may be picked up when stunned and fired like a
pistol until their ammo is depleted. These recharge in "nests"
and are deployed by Hominids as automated defenses. TIP: Taking
out a nest is the best insurance against future hassles.
Damage: Low.
Range: Close.
Magazine Capacity: 25.
Abilities +Abl
================
During the mission Revelation #9, Chrys meets a Hominid
scientist named Ozzy, who uses a gun-shaped instrument
to unlock something in her brain, allowing her to use
Pheromone-based hybrid abilities. Rather than requiring
you to pick up ammunition like firearms, the abilities
all use the same Pheromone meter, which will regenerate
with time, or can be instantly replenished by picking up
cans or kegs of Pheromones.
=Mind Blower=
The Mind Blower is unlike the other abilities in that it
doesn't give you control over the minds of your enemies,
but rather does physical damage to them with a concentrated
stream of Pheromones. The Mind Blower is similar in function
to the Nectar Cannon, but does less damage.
-From the Case File-
Manufacturer: I suppose I have Ozzy to thank for this
"ability", but it's not like he specifically outfitted
me with known powers... he just kind of combined DNA that
he thought would be cool and crossed his fingers.
Notes: When I grit me teeth and think about that irritating
whistling noise that comes out of Grubbs' nose when he eats,
this "power" just sort of... happens. Basically kills everything
in sight. I'm gonna have to watch out next time I see Grubbs,
though.
Damage: High.
Range: Far.
Pheromone Cost: Low.
=Brain-Freeze=
Brain-Freeze uses Pheromones to make enemies move, attack,
and react at one fourth of their normal speed for a short
period of time. Why its name is hyphenated and Mind Blower
isn't is one of the great mysteries of our time.
-From the Case File-
Manufacturer: Looks like another of my innate hybrid
"talents", although Ozzy's little probe gun flipped the
magnetic implant switch that was blocking this.
Notes: I concentrate on cold, and enemies freeze up.
Makes 'em move, shoot, and whatever else four times
slower for a period of time - kind of like Roachy before
his morning cup of coffee. Good for buying some extra
time to sort out my strategy.
Damage: None.
Range: Far.
Pheromone Cost: Moderate.
=Total Confusion=
Total Confusion is the game's most accurate portrayal
of how Pheromones work in the real world. When it hits
the targeted enemy, said enemy will turn on its comrades
for a short period of time.
-From the Case File-
Manufacturer: Yeah, like I said, I don't know who's
responsible, but I like it.
Notes: Causes enemies to turn on each other. Now that
I think about it, I might have been channeling this one
for years, considering some of the fights between Hex
and Grubbs at the precinct. And then there's Chigger's
screaming... maybe he's really a sweetheart. Or maybe not.
Damage: None.
Range: Medium.
Pheromone Cost: High.
=Cranial Combustion=
Cranial Combustion does just what it sounds like; it
makes your enemies' heads explode. It's Pheromone-based,
so it's unlikely that any actual combustion occurs.
-From the Case File-
Manufacturer: Same story, and I'm sticking to it.
Notes: I strain until my ears pop, and so do their heads.
This one takes a lot out of me, although not as much as
them, I suppose. Use it sparingly. Unless there's a room
full of criminals coming at you, of course, in which case
it's pretty effective. Did I mention their heads explode?
Preferrable against Robobugs, seeing as the head good stays
contained inside their helmets.
Damage: Lethal.
Range: Far.
Pheromone Cost: High.
Other Firearms +OF
====================
=Roachy's Pistol=
Roachy's pistol, which he calls Amber, is of unknown origin,
and seems to be unique. Chrys takes it from him at the end of
the game while he's under the influence of Quinbee's pheromones,
but having unlocked her own special abilities, doesn't use it.
-From the Case File-
Manufacturer: Jurassican Classic.
Notes: Roachy's carried "Amber" as long as I've known him.
Won't elaborate on how or where he got this unique weapon,
but it's pretty effective. Almost tailor made for slow-moving
Roachy, since it freezes enemies long enough for chubby to
catch up.
Technical Specs: Shoots a rounded globule of amber that
envelopes and temporarily immobilizes the target; amber
is brittle and known to shatter.
TIP: Follow up quickly with a secondary attack, before
it wears off.
Damage: Low.
Range: Close.
Magazine Capacity: 15.
=Beetle Buster=
There is currently little information available on
this weapon, as it is only mentioned in the case files
of Grubbs and The Javelins. The only time in the game it's
seen is during the Stick Up mission, where Stick Bugs show
it to be a relatively small, yet hard-hitting laser pistol.
The PC version of the game is called "Insecticide: Episode 1",
and Hex and Grubbs both seem to be pretty well-thought-out
for characters appearing in only a single level, so we'll
presumably see the Beetle Buster in future installments.
================
Walkthrough +WT
====================
Great Expectorations (Action) - +GE
=====================================
Sunday, 12:18 a.m.
Downtown Troi
Objective: Chase the arms buyer (Spit Bug).
Scarabs: 3
You'll start at the end of a short alley. Take note of the bottom
screen; the red and green bug in the center of the radar is you,
and the green marker is your objective. Below the radar is your
inventory, which at the moment holds nothing but The Pollinator (see
Firearms section). When you reach the end of the alley, Roachy will
tell you that he's going to be keeping in touch via the com-link
system. This just means that every so often he'll tell you what he's
doing, or give you advice. You don't have to read what he's saying if
you don't want to, but in combat sequences you'll be using cover a lot,
so it doesn't necessarily break the action. His input is often helpful,
or at least interesting.
Your suspect will take to the rooftops, so jump (B button) onto the
nearby crate, then onto the blue... building(?). When you jump onto
the green awning directly ahead, a Spit Bug will start spitting at
you. Wait until it gets close enough, then lock on to it (press the
A button). I recommend remaining on the awning and shooting (R button)
while jumping. Once it's gone down, follow the purple ramp forward and
to the right. Roachy will call in to tell you that you can do a double
jump by pressing B again while in the air.
Ahead (approximately one double jump away) are some round red platforms
on the side of a building. Take them to the roof, and you'll find a green
can spinning in place. This is Nectarola, the city of Troi's soft drink of
choice, and your health recovery item. If you took damage from the conflict
with the Spit Bug, grab the can (you'll consume it automatically); if not,
you won't be able to pick it up. Don't worry about saving it for later,
this is a short level, and there's Nectarola everywhere in the action
stages. Also, there's no punishment for falling to your death, and it
completely refills your health meter.
Take the ramp on the left side of the roof down to another Spit Bug
encounter. If you take damage, you can go back for the Nectarola, if
you really want to. Follow the red platforms to the roof, where you'll
find more Spit Bugs. Jump to the roof they were attacking you from, but
instead of following the perp, jump on the red platforms directly ahead
to get your first Golden Scarab. There are several of these bugs hidden
in each action level, and they will increase your health meter. Okay,
now you can get back to the chase.
Jump down onto the billboard with the Nectarola can on it, the down
to the roof. You can jump onto the red platforms, but if you turn to
the right you'll see several ledges, leading to another Scarab. Whether
or not you get it (oh come on, just get it), when you hit the first red
platform some Spit Bugs will spawn ahead of you and to the right. They
seem pretty far away, but you can lock on to both of them. When you get
off of the last platform, more Spit Bugs will spawn. This, however, is
your first chance to use cover. Lock on to one of them, then hide behind
the corner. After it attacks, press left to hop (Chrys hops when you're
locked on to something) from behind the cover, fire off a shot, then hop
back. Once you've dispatched them, collect the Scarab that's hiding behind
the nearby crate, then jump into the circular opening your arms buyer went
through. There are a few more enemies in here, and you'll have a chance
to practice shooting from cover on all of them. Once you're outside again,
follow the red platforms to the walkway (which is slightly lower than the
last platform), then to the arena-looking structure. You'll be given a
new objective: Take out the rest of the armed Spit Bugs to break through.
These guys are a bit more dangerous than the ones you've seen thus far, as
they're dual-wielding pistols that shoot a concentrated stream of nectar.
Utilize the available cover, double jump over nectar streams when necessary,
and grab Nectarola if you need to. Finish them all off to end the mission.
=====================================
The Soda Bomber (Investigation) - +TSB
========================================
Saturday, 5:18 p.m.
Precinct 47, Insecticide Division
Objective: Bring the case board up to date.
We've moved back in time seven hours, to find out what lead up to
Chrys chasing the Spit Bug and squaring off with a Nectarola truck.
Chigger, the chief of police, will rant about the case board having
none of the new data in the Soda Bomber case. It's your goal to gather
all of the missing data. Take note of the bottom screen again; where
the radar was before, you now have a large blank area that will display
the things you're investigating. The slots below that will now be used
to hold evidence.
Turn around to find a desk covered in coffee cups, donuts, and empty
Chinese takeout boxes. It, like everything else you can investigate,
has a magnifying glass over it- press the A button for a closer look
at this collection of cop cliches. The desk will appear on the bottom
screen; use your stylus to poke at anything that looks interesting.
Specifically, you can collect a donut from the box, and coffee from the
pot. Poke the pot once to make coffee, and a second time to take it. You
can poke each piece of evidence in your inventory for more information on
it... I recommend you do this to everything. Press the X button, or poke
the on-screen X icon, to stop investigating the desk.
From Chrys' desk, which is the next one in line, collect the Case
File and the tape recorder. You can now access the Case File at any
time from the pause menu, which contains all of the information you've
gathered on characters, firearms, suspects, and evidence. I recommend
checking for new information in it at the beginning of every stage, and
whenever you pick up a new weapon. The next desk is Roachy's, but he can't
be bothered to remember where he left the Witness List on an empty stomach.
Open his desk drawer to find the bottle of semi-dairy imitation-like coffee
creamer product. Talk to Roachy, then use your stylus to drag the donut onto
his picture. Do the same with the coffee, then the creamer, and he'll give
you the Witness List. The next two desks have nothing of interest on them
(read: can't be investigated), so check out the Case Board. The Witness
List goes in the top-right corner.
Talk to Grubbs, the big purple rhino beetle standing next to the
tv, and he'll make you help him write a rhyming report. It doesn't
really matter which words you choose, but if you want his report to
make at least a little sense, choose Posies, Tough, Stubble, Farthermost,
Shattering, Arresting, Dinky, and Verse. Bomb site photos in hand, move
on to Hex's desk. He's actually sitting on the Bombing Diagram, but is
too busy to listen to what you have to say. Drag the coffee pot to the
cup on his desk to fill it, then snatch the diagram when he jumps up.
Upon inspection, Chrys will recognize a symbol on it and pull out an
old photograph, bearing the same symbol, which will be added to your
inventory.
Finally, go to the holding cell in the center of the room, and talk to
the Hominid. Drag the tape recorder onto him to get his statement, which
is pretty useless, but yields one thing of importance- the name Artie.
You can go and talk to Chief Chigger if you want, but you don't have
to. Return to the Case Board and put everything where it belongs to
end the mission.
========================================
Buzz Kill (Investigation) - +BK
=================================
Saturday, 6:23 p.m.
Chairman Quinbee's office,
Nectarola Co.
Objective: Collect 4 pieces of evidence
There's been a murder in the Nectarola company! Quinbee, the company
chair, has requested Roachy by name, as they were both involved in a
case in the past. You can talk to Roachy, Quinbee and Cecil as much
as you want, but I'll only be covering what's necessary to proceed.
I recommend exploring every line of conversation and inspecting every
piece of evidence, but if you get stuck, read on. Start by talking to
Roachy. Once he's given you your objective, investigatethe scene of the
crime. Collect the script from Buzzbee's left hand and the nearby sandbag,
then inspect the script to get the paper clip. Inspect the paper clip to
unbend it, then head behind the stage. Ask the Beebot there to move, then
talk to Cecil, the large bee standing a few feet away. Have him move it to
either the right or left, then take a bow. Investigate the Beebot to get the
turnkey, then go up the stairs it had been blocking. At the top, you'll find
a locked box. Try to pick the lock with the unbent paper clip, then use the
resulting metal rod to dismantle the box's hinges. Collect the knife, then
follow the catwalk to the front of the stage. Cut the rope, go down to the
stage, grab the wing tip, and investigate the crime scene again. Use the
turnkey on the Beebot, then talk to Roachy to end the mission.
=================================
Stick Up (Action) - +SU
=========================
Saturday, 9:10 p.m.
Baystench District, Troi Westside
Objective: Chase Stix.
Scarabs: 8
Arms dealer Jimmy "Stix" McGillicuddy is on the run, and we're not done
questioning him. Immediately in front of the stoop you're standing on is
a new weapon- The Nectar Blaster (see Firearms section). Essentially the
game's shotgun, it's fatal at close range, but probably won't even hit your
target from a distance. Unlike your Pollinator, the Nectar Blaster requires
ammunition, which appears on-screen in the form of yellow boxes with green
spikes on the corners. To switch between weapons, press the Y button.
As soon as you step away from the stoop, a couple of Stix' cronies
will start shooting you with their Beetle Busters. It's fairly easy to
avoid- just jump around the shots, then use your double jump to close the
distance and fire off a shot in the Stick Bug's face. I'm only recommending
this because you're in a wide open space; you should always use cover when
you can. Go up the ramp by the large truck and dispatch the bug there, then
hop onto the truck and the following platforms. If you want to eliminate all
enemies in the stage, stay on the ground and walk past the truck, as two
stick bugs will spawn behind you.
Either way, from the platform step onto the wires. Don't worry
about falling off, if you go too far to one side Chrys will auto-correct.
Don't jump unless it's necessary, as you can fall off doing this. When
you reach the split in the wire, go to the right; the one on the left
leads to a brick wall. It's the same thing at the next split. When you
reach the platform at the end of the wire, a couple of Stick Bugs will
be waiting for you. Deal with them, then hop on the next wire and go
through the window you saw Stix use. Take out the bug here and collect
the Nectar Blaster ammo if you need it. Before leaving the room, turn
left at the exit for this stage's first Scarab. As soon as you leave
the room, another enemy will start shooting at you from the left. Deal
with him, and get the Scarab on the platform next to his. Return to where
you were when he started blasting you, then jump onto the slanted roof
directly ahead, which holds another bug. Jump onto the platform with the
rail going around it, then onto the pale pink triangle where wires meet.
You have to make your way across the wires here, while every so often a
cable car will pass by underneath, which you must jump over. I recommend
moving to the far wire, as the cars are coming from the direction you're
going, meaning you'll see them long before you have to jump. Get off at
the railed platform at the other end of the tracks, then mount the ramp
directly ahead. There will be an enemy waiting for you, and another soon
after. Once you've dealt with them, the path through the second half of
the level will be to the left. However, there's another Scarab (and a
spawning enemy) on a platform to the right.
The next area is full of crates, and the floor (roof? where are
we by now, anyway?) is full of holes. Take out the spawning enemies,
then proceed to the next area, with is full of bugs and chain link
fences. The fences are actually cover, and neither you nor your enemies
can shoot through them. Go through one of the openings on the left to
find a small walkway with a Scarab on it, then go to the end of the room
and out onto another similar walkway (this one sporting a bug) to get to
the next area. Two bugs should immediately start shooting at you- there's
a Scarab right next to the one on the left. Use the crates to jump to the
upper area, then work your way past the swinging red cranes. On the left,
you'll see some platforms sticking out of the wall. As Roachy said, it's
too far to jump to the last platform, which has a Scarab on it, so you'll
have to wall-walk. Areas where you're able to wall-walk are denoted by
large, usually cream or yellow-colored signs. To wall-walk, just move
toward the sign while in the air. A Stick Bug will sometimes spawn around
the next corner, but whether enemies will spawn, and sometimes whether
they'll stick around when you leave the area, seems to be hit-and-miss.
Anyway, when you step into the next area, you'll be attacked from the
left. Dispatch the bug, then turn to the right to find another Scarab
two platforms away. Go back to the left, and when you reach the end of
the downward-sloping ramp, jump to the blue platform below. Be wary,
though, as a bug will spawn as soon as you jump. Cross the wire, blast
the bug that appears, jump down to the truck, then down to the ground.
Take out the bugs that shoot at you, grab the final Scarab from behind
the shipping containers, and confront Stix to end the mission.
=========================
Histamine Field (Investigation) - +HF
=======================================
Saturday,10:02 p.m.
McGillicuddy's Warehouse
Troi Westside
Objective: Interrogate Stix.
Stix claims that he wasn't involved in Buzzbee's murder, but that
the guy he sold the Histamines to would be at a diner at around eleven.
Why does this even count as its own mission?
=======================================
Bug Day Afternoon (Investigation) - +BDA
==========================================
Saturday, 10:51 p.m.
The Dewdrop Trough
Objective: Find Stix' Buyer.
The buyer you're looking for is someone who had to have been here
last night. Talk to Millie, the snail running the cash register, to
learn that the receipts from last night are sitting on the empty table
by the exit. Examine the counter in front of her for the contest forms
and pencils, then go talk to the customers. You can check out what's on
their tables and interrogate them on where they were last night, but all
you're required to do is give them the contest forms. Either way, once
you've distributed the forms go have a chat with Millie. When you're done
with that, collect the forms by looking at each customer's table, then
place them next to the receipts on the table by the door. Poke the forms
and receipts to shuffle through them, until you find a match- Artie
Phlegming. Yes, the same Artie that the Hominid said "has to go" earlier.
Talk to the Spit Bug at the middle table. After the cut scene, talk to
him again, and drag the cake onto his picture to end the mission.
==========================================
Pier Pressure (Action) - +PP
==============================
Saturday, 11:28 p.m.
Waterfront, Lice Harbor
Objective: Chase Artie, the arms buyer (Spit Bug).
Scarabs: 4
Hmm, that objective looks familiar... and we're less than an hour
away from the chase at the beginning of the game! As you step onto
the walkway, a Robobug will spawn up ahead and may start shooting
at you. It's easier to kill it from here, and as you may be able to
tell from its attacks the Nectar Blaster isn't that great at a distance,
so use the Pollinator. Use the shipping containers in the next area as
cover while taking out the enemies, grab the Scarab behind the building,
then go to where the first Robobug was. Here you'll find a Nectarola Keg,
which replenishes quite a bit more health than the cans do, and the path
to the next area.
Here, you'll have to jump across crates floating in the water.
As soon as you land on the first one, you'll encounter a new type
of enemy; Mechsquitos, flying robotic bugs that usually travel in
groups of three. The best way to take them out is with the Nectar
Blaster, as trying to take them out one-by-one gives them time to get
a few shots in at you. Make your way across the rest of thecrates, then
eliminate the Robobugs and grab the Scarab that's behind the stack of
crates. Climb the crates, get rid of the Robobug on the ramp, and collect
your new weapon: The Mold Spore Launcher (see Firearms section). This is
the closest thing this game has to incendiary grenades. Rather than catch
fire, your enemies will become moldy, which slowly kills them as they
infect others nearby. Its ammunition is a green capsule which you've
probably seen an enemy drop by now.
Enter the building ahead, then follow the ramp you're shown.
You'll immediately have a chance to use your new Mold Spore Launcher,
as most of the Robobugs below won't notice you. Once you've cleared the
area, go past the shipping containers straight ahead of the end of the
ramp and turn to the left for a Scarab. An enemy will spawn behind you,
so duck behind the corner and take it out with your weapon of choice.
Walk to the end of the line of shipping containers, and turn right.
Walk to building with the containers next to it, disposing of the
Robobug, then use your Pollinator on the one on the far pier. Wall-walk
to where it was, jump across the platforms to where the missing lever
is, then make your way back to the dockyard office, watching out for
any enemies that may have spawned.
Now that the route into the ship is clear, hop onto the wooden
platform to the right of the building, blast the Mechsquitos, and
tightrope your way to the ship. Jump across the ledges until you
reach the opening with yellow lamps, and go in. Two Robobugs will
be waiting for you (one is far away, Pollinate it), and more will
spawn once you hit the ground. Jump onto the catwalk and use the
control panel to lower a shipping container (there will sometimes
be a Robobug on it), which you can you to reach the next area.
Watch out, as there will be a Robobug right around the corner.
On top of the ship, make your way to the red ramp, killing the
enemies in your way. Don't go up the ramp, however; go to the
right and take out the two Robobugs, so they won't shoot you while
you're trying to get past the cranes. As soon as you're on the red
walkway, Mechsquitos will attack, which will happen again when you
get to the wire. Right by the last crane on the red walkway, hop
down to the blue/gray floor on the right and get the last Scarab,
behind the large shipping container that sticks out more. As soon
as you get off the wire, more Mechsquitos will ambush you. To the
left of the warehouse is nothing but a Robobug and some Mold Spore
ammo, so go on in. Inside are some crates, enemies.. you know the drill.
As soon as you step out the other side Mechsquitos will attack, so have
your Nectar Blaster ready. In the next warehouse, use the control panel
on the right to drop a crate on the Robobugs blocking your path, then
approach Artie to end the mission.
==============================
Downtown Showdown (Action) - +DS
==================================
Sunday, 12:54 a.m.
Lyme Square
Objective: Clean up the downtown Robobug infestation.
Scarabs: 4
We're finally caught up to the present! Up ahead you'll see
a spinning spikey thing by a large blue plastic container (a
port-a-potty..?). This is the latest addition to your steadily
growing arsenal, the Histamine (see Firearms section). The game's
proximity mines, these work best on groups of enemies and things
that require a lot of hits. You'll also need them to blow up the
green manholes, which will continue to spawn Robobugs until you do
so. Leave the cover of your bulletproof toilet and hide behind the
car directly in front of it, where you'll find another weapon- The
Nectar Canon (see Firearms section). The buggy equivalent of a rocket
launcher, it fires a stream of nectar which is lethal to normal enemies.
Its ammo looks like four pointy yellow discs stuck together.
Take out the three manholes, then the two that appear when
you try to proceed through the level. Next to the overturned
Nectarola truck, you'll find yet another new weapon- The Amberizer
(see Firearms section). Insecticide's take on a stunning weapon, it
shoots globules of amber that will temporarily freeze your enemies.
It doesn't do any damage, but it will allow you to get close enough
for a fatal blaster or cannon shot. Amber ammo resembles a large yellow
globe. Straight ahead, past the Robobug, is a control panel, but you can't
do anything to it yet. Between the truck and the wall it's next to you'll
find a Scarab, and by a wall on the other side of the truck you'll find
another. Once you've eliminated the last Robobug, it will drop a level,
and a weaponized spider crane will appear. Grab the lever and take it to
the control panel, then go through the gate that opened. Grab the Scarab
on the left, then jump onto the ledge and go up the ramp. Follow the wire
to the lamp and break it, ignoring the spider crane- it can shoot you, but
not knock you off the wire. Walk along the balcony at the end of the wire,
then jump onto the roof to the right for the last Scarab. Jump back down
to the balcony, then jump to and break the second lamp. Follow the wires
to the control panel, breaking the third lamp along the way, and activate
it to end the mission.
==================================
Honey Train (Investigation) - +HT
===================================
Monday, 5:19 p.m.
Nectarola Pollen Express
Objective: Get into the Caboose to find the "secret cargo."
Quinbee's requested that you escort her train, for some reason.
Talk to her until she gets a phone call and kicks you out, then
ask Roachy how to listen to what she's saying through the door.
Go into the dining car and steal the floral hydrate and teacup
from the doctor's table. You could get the water glass from the
counter across from the kitchen, but it won't work as a listening
device anyway, so skip it. Show the teacup to the Beebot in the
kitchen to have it filled with tea, then add the floral hydrate
and give it to the doctor. Steal his stethoscope and use it on
the door to Quinbee's car.
Return to the dining car and take the envelope and small blue
vial, then examine the notebook that was under the envelope.
Go to the car past the kitchen and check the door, then use
the envelope on the fertilizer bag and add the luciferase to
the envelope. Get some charcoal from the kitchen's brazier,
then take your newly made bomb to the candelabra on the table
across from the doctor's. Examine the box on Quinbee's desk
to end the mission.
===================================
Railroad Typhoon (Action) - +RT
=================================
Monday, 6:28 p.m.
Nectarola Pollen Express
Objective: Chase the kidnappers towards the front of the train.
Scarabs: 5
Quinbee and Roachy have been kidnapped by Robobugs! They're
being taken to the front of the train up on the roof, so you
should do the same through the interior. First, though, turn
to your right for a Scarab, th
11/14/09
First, though, turn
to your right for a Scarab, then get another from the caboose
behind you, which is guarded by a single Robobug. You won't be
able to double jump in this stage, since the ceiling is so low.
In the executive lounge car (the one with the plants and nice
benches), the third Scarab is to the immediate left of the door.
This car also holds two Robobugs, and a some Mold Spore and Blaster
ammo; you'll probably be using these weapons a lot, but almost every
car is littered with ammo, so don't worry about having to come back.
The fourth Scarab is immediately to the left when you enter the
dining car; after grabbing it, spore the Robobugs, and duck into
the kitchen for cover. In the meeting car, you'll encounter a new
enemy- a tiny robot (less than half the size of a Nectarola can)
that climbs walls, called an Appliance Bug. No matter how many
times you shoot them, you'll remain locked on... this is because
they can't be destroyed. Once you've shot one, it will become a
weapon, which you can pick up and use as a short-range laser pistol
(see Firearms section). You can pick up additional bugs for ammo.
Appliance Bugs will continuously be spawned by their nest, which
doesn't attack, but can absorb more shots than any normal enemy. It
will go down with with a well-placed Histamine or two. I recommend
Hisatamines, because they'll also eliminate any Appliance Bugs near
the nest. Spore the enemies in the passenger car, then turn left before
the door for the last Scarab. Be careful in the next car, as when you try
to enter after taking down the first two bugs more will spawn.
From here on out we'll be going through freight cars. The first one
has two Robobugs, and some holes in the floor. The first bug is close
enough to be spored, but the second one is pretty far away, so it's
easiest to use the Nectar Canon. The next freight car contains an
Appliance Bug nest and a large moving container of pollen that you'll
have to get around, and the one after that has holes in the floor, a
moving pollen container, and three Robobugs. Approach the door on the
far side of the car to end the mission.
=================================
Home for the Hominids (Action) - +HH
======================================
Tuesday, 8:14 p.m.
Hominid City
Objective: Get into the building under the mysterious sign.
Scarabs: 8
In her investigation, Chrys has somehow found a Hominid city,
built down in the sewers under Troi. Chief Chigger's taken all
of your weapons, so for the time being you're limited to your
close-rannge kick attack. Jump to the platform, then choose a
path; the platform to the left, or the ramp to the right. They
both hold an Appliance Bug nest and a can of Nectarola, and both
eventually lead to the same path, but I recommend going to the
left, as you'll encounter less of the stage's primary enemy-
Hominids. You're provided with plenty of Appliance Bugs to use as
weapons, but the Hominids use bugspray guns with such a long range
that if you're able to target them, they can hit you. The easiest
way to take them out is to get in close and use a combination of
weapon fire and kick attacks, as your close range and speed will
make it difficult for them to orient and attack.
When the two paths converege, you'll be faced with a couple of
Hominids, followed by some platforming. Watch out for Appliance
Bugs, then make your way up the platform on the right, which will
cause Hominids to spawn. Jump to the platform ahead for the first,
being wary of sprays from above (they CAN hit you), then to the ledge
for the other two. On the ledge, turn back the way you came and walk
all the way to the end (a nest will appear along the way) for your
first Scarab. More Hominids will have spawned behind you, so deal with
them and go all the way back to the other end of the ledge you're on.
Jump to the circular structures to the right, then the roof to the left
(a nest will spawn). To your right are two large pipes, and if you jump
you can see a Scarab beyond them; circle the building to the left,
watching out for Hominids, until you get to the other side of the pipes.
Collect the Scarab, then jump onto the roof directly behind you.
Don't bother with the roof to the left, unless you need ammo or
Nectarola, or want to fight Mechsquitos; instead, jump on the beam to
the right, grab the Scarab on the left at the end, and begin climbing
the red roofs. Hominids and Appliance Bug nests will spawn along the
way. When you reach the top roof, proceed to the brown area to the left,
taking out any Hominids that show up. Ignore the walking wire and stay
on your current path for a Scarab, then drop down to the ledge below
for another. Follow the path back to the roofs (Hominids and Appliance
Bug nests will appear), then continue to the walking wire you saw
before and cross it.
On the other side, eliminate the Appliance Bug nest if you want, then
begin jumping across the roofs to the left. On the last one, Mechsquitos
will appear, so deal with them and cross the walking wire. On the other
end you'll find a series of chimneys and beams- follow them to the next
roof, carefully taking out the Mechsquitos that appear along the way. On
the roof, grab some Appliance Bugs if you need them, then walk all the
way to the left for a Scarab. Turn around and hop on the beam on the right
(a Hominid may have spawned behind you), and follow it to the circular
platform, where another Hominid may be waiting. There's a long red wall
extending from this platform; get on the right side of it and wall-walk
to the next platform, then do it again for a Scarab. Wall-walk once more,
then round the end of the wall on the last platform and drop to the ledge
below. Jump to the long platform ahead, which holds Hominids and a nest,
and continue to the walking wire on the other end. It can be difficult
to mount this wire, as it's at an angle- don't try to match its angle,
as this will usually cause you to fall. Instead, approach it as if it's
going in the same direction as the platform. Some Hominids will be waiting
on the circular platform ahead.
Make your way up the roofs, fighting Hominids if necessary, then wall-walk
to one last platform. Jump to the Hominid-bearing walkway and take a right
for your last Scarab, then walk to the other end and approach the door to
end the mission.
======================================
Revelation #9 (Investigation) - +R9
=====================================
Tuesday, 9:32 p.m.
Laboratory, Hominid City
Objective: Question the Hominid scientist.
We're in! Go down the ramp and show your photo to the old Hominid on the
stepladder, then go into the room behind you (the ladder will automatically
be added to your inventory). take the Primordial Glooze from the lab bench,
and apply it to the three security cameras. The first is positioned above
a doorway in the room you're current in, and the second is at the end of
the hall the first camera was guarding. For the third, return to Ozzy,
the scientist, then walk to the right. The camera is on a wall under the
platform you started on. After applying the Glooze, talk to Ozzy to end
the investigation portion of the mission.
=====================================
Revelation #9 (Action) - +R9
==============================
Tuesday, sometime after 9:32 p.m.
Laboratory, Hominid City
Objective: Wipe out the Hominid Security Forces.
Scarabs: 0
It's hard to say what Ozzy did, but it awoke some latent abilities
in Chrys, so it doesn't really matter. The first thing you'll notice
is that there's now a blue meter under your health- this is your
Pheromone gauge. You should also notice that there are Nectarola
and Pheromone kegs nearby, but don't be fooled; your Pheromones
will naturally replenish themselves if you give them a chance. The
first slot in your inventory is now home to the Mind Blower (see
Abilities section), which is virtually the same as the Nectar Canon,
but does less damage. It requires only a small amount of Pheromones
to use. The second slot holds the Brain-Freeze (see Abilities section),
which does no damage but will make your enemies move, attack and react
at one fourth their normal speed. Its Pheromone cost is slightly higher
than the Mind Blower's.
Now that you're acquainted with Chrys' new abilities, let's give them
a test drive. There are some Hominids in the hall, which will usually
go down with two shots. They have bug spray, and more will spawn as you
get closer to the door, so duck back into the chemistry lab for Nectarola
and Pheromones if you need them. Approach the door to end the mission.
==============================
I, Robobug (Investigation) +IR
================================
Tuesday, 10:15 p.m.
Nectarola Training Facility
Objective: Investigate the Pollen Fields facility.
Well this is a nice twist! You're in a Robobug training facility,
with some great, campy waiting room music playing over the intercom.
You don't get any special abilities as a Robobug, but if this were an
action sequence you'd probably only have a Nectar Blaster and, when the
game glitches, a shaky jump. Walk past the vacuuming Robobug and examine
the door on the left, then enter the maintenance room at the end of the
hall. Look at the table on the left, then grab the snips when the Robobug
sets them down and use them to cut its hydraulics. Do the same to the
Robobug on the other side of the room, and take the Eye Socket Wrench it's
holding. Use the wrench on the empty Robobug suit on the middle table to
exchange eyes with it, then go back out into the hall and activate the
eye-scanning device next to the door you checked out earlier. You may have
noticed the blue objects on the ground in the hallway; you don't need to
pick one up, as there will be more in the next room.
After the presentation, go back into the hall and pick up the vacuum
cleaner, then go back into the training room and climb the stairs to
where the Hominid that was speaking is standing. Enter the messaging
center through the doorway on the left and take a message from the
trash can, grab a blue cartridge from the pile on the floor, and examine
thevacuum tubes at the far end of the room. There's an unlimited number
of messages in the trash, and you can send a message to any department,
but the tube for the Foreman's Office is the only one we need. Put the
message in the cartridge, then put your encapsulated distraction in the
second tube from the right to find that it's blocked. Only four inventory
slots are shown at a time, so if you got the cartridge out in the hall,
followed by the snips, wrench, and vacuum, it will be impossible to put
the message in it. If you've done this, just send the empty cartridge to
a random department and grab another from the pile. Use the vacuum cleaner
to clear the blockage from the tube to the Foreman's Office, then send him
your message and return to the training room. The office is on the other
side of the stage you're standing on; sneak in and look at the papers on
the desk to end the mission.
================================
Ka-Bloom! (Action) +KB
========================
Tuesday, 11:03 p.m.
Nectarola Pollen Fields Greenhouse
Objective: Get to the top of the greenhouse.
Scarabs: 4
It's kind of hard to focus on what Chrys is saying while you're being
fired upon, but the gist is that she ejected from her Robobug suit and
found a map of the facility showing that the top of the greenhouse you're
in connects to the loading dock. She intends to steal a truck, to what
end I don't know... she doesn't even know where to look for Roachy.
Anyway, take out the Robobugs and head up the ramp, where you'll come
under fire from a new enemy- Beebots! They will usually remain stationary
and use their eye cannons on you from a distance. Like the Mechsquitos,
their attacks are hard to dodge due to their position, and they go
down with two shots.
Ahead is a series of devices that release a damaging spray of pollen.
If you're good at double jumping, get on the first one and use them
as platforms; if not, carefully time your passage under them. Another
Beebot will attack from far off as soon as you get to the first sprayer,
so dodge its shots and wait for it to come closer. After the sprayers,
continue straight for a Scarab, then take out the Robobugs that spawned
behind you and proceed to the center of the chamber. Climb the leaf
platforms, taking care of a Beebot along the way. If you want to avoid
all that, turn to the left when you get to the ramp with the sprayers
and jump onto the yellow vent in the wall, then onto the platform with
the control panel and Scarab. In either case, you can jump to the lower
part of the ramp and wall-walk across the gap, or you can just double
jump to the higher part. A trio of Robobugs will spawn around the lift
to the next area; the best way to avoid death here is to Brain-Freeze
at least one of them. If you need Nectarola, there's a can on the leaves
nearby, and a keg in the next area.
After taking the blue lift to the pollen harvesting chamber, get
rid of the Robobugs and collect the Scarab behind the ramp. Beebots
will ambush you on the ramp, so blow their minds and continue across
the wire. Be wary on the next platform, though, as a Robobug will spawn
in the middle of the room and start shooting, which can make it difficult
to get on the wire. If you want to avoid that, jump onto the pollen tank
near the beginning of the ramp (it has a Pheromone can on it), then onto
the central platform. There's a Scarab on a nearby platform, connected
by wires; the easiest way to get it is to jump to the leaf above you,
then to the platform with the Scarab, the next platform, then take the
wire back to the central platform. This way, you only have to use one
wire instead of three, and you can avoid the Robobug that would otherwise
spawn on the leaf.
Jump up the leaves to the platform with the Robobugs, then step onto
the conveyor belt. The crates being transported by the belt will do a huge
amount of damage, so be careful when jumping over them. A few Beebots will
attack you on your way up, so keep an eye on the crates while you return
fire. At the end (beginning?) of the conveyor belt, ascend the leaves, take
out the Robobug, and step into the lift to the next area.
You know the drill... blast the Robobugs, climb the leaves, shoot down the
Beebots. They spawn pretty far away, so if you want to make it easy, return
to the ground level and wait for them to come to you. In the center of this
chamber is what appears to be a large spinning fan of some sort. Make your
way up the ramp, jumping over the fan "blades" (they're able to kill you in
as little as two hits), and ignore the Beebot that appears. Once you're on
the platform at the end, wait for the "blades" to stop spinning, then climb
the leaves and deal with the Beebots. Next up are more of the horizontal
pollen sprayers, and more Beebots. I would bo back to the leaves for the
latter, as from where you are when they spawn they're almost impossible to
hit. After the sprayers, take the lift to the final area of the greenhouse.
Here, you'll find one of the only bosses in the game, the Harvester.
It uses its pollen extractors as a machine gun-like weapon, and will also
use them to pull you towards it, though this does no damage. If you get too
close to it, it will attack with its front legs. At several points around
the room are Pheromone kegs, and there are two small observation platforms
with Nectarola kegs on them on either side of the room. In the center of the
room are four pollen chutes which the Harvester would normally attach its
extractors to; use them as cover from its shots. The Harvester will fire off
five to thirty rounds, then start sucking pollen out of the air. Take this
opportunity to hit it with a Brain-Freeze, then wait for it to start
concentrating the pollen it just collected into bullets. When it does
this, its leg joints will become vulnerable, so lock on to one, hit it
twice then return to the cover in the center of the room. Once you've taken
out all four leg joints, it will start attacking with optical laser blasts,
a super-charged version of the weapon installed in Beebots. Lock on to its
eye, and wait for an opening- this will come after it's fired two shots,
and is just long enough for you to jump, shoot, and land. Drain its health
bar to end the mission.
========================
Soda City (Investigation) +SC
===============================
Wednesday, 4:16 a.m.
Nectarola Factory, North Wing
Objective: Find Roachy.
Chrys managed to steal a truck (what, no driving level?), and five hours
after starting her ascent of the greenhouse, has made it into the factory.
Don't bother going into the door in front of you, as there's a Beebot
blocking your path. Instead, turn around and investigate the crumbs on
the path to the left. Now you can go through the green door, then into
the storage room on the right. Examine the boxes on the left to get the
Nectarola(TM) Mintoids, then go check out the vertical control panel next
to the path with the crumbs. Take the control box and key, then place your
box of Mintoids in the hopper. Go down the only remaining path and climb
into the CO2 Stack, then activate the control box with the key to create
a makeshift elevator. Talk to Roachy to end the mission.
===============================
Fear Factory (Action) +FF
===========================
Wednesday, 4:43 a.m.
Nectarola Factory, Main Bldg.
Objective: Fight through the factory to get to Quinbee's office.
Scarabs: 9
After a revelation (#10?) about Chrys' past from Ozzy, you'll receive
two new abilities. The first is Total Confusion (see Abilities section),
which does no damage but will cause any enemies it hits to turn on each
other. It uses up quite a bit of Pheromones, so use it sparingly. Your
other new ability is Cranial Combustion (see Abilities section), which
does exactly what you would expect- it causes your enemies' heads to
explode. It has the longest range of the hybrid abilities, and as you
can imagine, the highest Pheromone cost.
You'll find yourself in a large room flooded with Manchurian Cherry
Nectarola. Take out the Beebots, then make your way across the floating
crates. There will be two Robobugs and a Scarab on the left; if you want,
you can test Total Confusion on one of them, but make sure to eliminate
it before it comes to its senses. After dealing with the Robobugs in the
next room, use the "hard work" sign to wall-walk to the stack of shipping
containers, getting rid of the Beebots that attack. Wall-walk to the
platform with the control panel and activate it (which will cause more
Beebots to spawn), then jump back to the containers, where you'll find
a Scarab that was out of view before. Proceed to the next room, where
you'll find another Scarab behind the Nectarola vat straight ahead. A
few Robobugs will spawn around the room; after dealing with them, approach
the raised walkway on the other side of the room, which will cause Beebots
to spawn. There's yet another Scarab behind the yellowish support column
on the left.
Enter the next area through the door on the raised walkway to find two
paths with horizontal pollen sprayers. They lead to the same place, but
the right path has a Robobug which is difficult to hit, and taking the
left will cause two Beebots to spawn. Return to the last room for Nectarola
if you need it, or if you don't want to deal with the Robobug- due to a
spawning glitch, leaving the room may make it disappear. Continue to the
next room, where you'll find a walkway with vertical sprayers and Beebots.
First though, drop to the ground for a Scarab, then head to the other end
of the room for another. Robobugs will spawn in the center of the room when
you first drop down, and again when you get the second Scarab. Return to
the catwalk and make your way to the control panel. The spawning glitch
will probably have made the Beebots disappear. If you don't want to risk
the sprayers (falling from this height will kill you), double jump to the
platforms behind them. When you get to the control panel, a Robobug will
appear by the door to the next area.
You're now in the room you started in, albeit higher up. Take care of
the Beebots and platform your way to the Scarab, then drop down to the
platform on the right. A Robobug will have spawned on a walkway on the
far side of the room; ignore it and go through the door. There are two
paths through this room- the one with the wall-walking signs leads directly
to Quinbee's office, but we have Scarabs to collect, so take the lower path
and watch out for Robobugs. In the next room, eliminate the Robobugs, then
wall-walk across the sign to the left of the door you came through. Deal
with the Beebots that spawn, then walk across the beam to the Scarab. Jump
to the platform on the right, then down to the door. This room holds some
and two control panels. One of them does nothing, while the other will drop
the floor out from under one of the Robobugs that will spawn on this side
of the room. Go through the door and blast the Robobugs, then collect the
final Scarab and wall-walk to a control panel, which will unlock the door
in the opposite corner of the room. Go through it, then through the only
door you can reach in that room, to end the mission.
===========================
Call Me Honey! (Action) +CMH
==============================
Wednesday, 5:18 a.m.
Chairman Quinbee's office,
Nectarola Co.
Objective: Bring Quinbee to justice.
Scarabs: 0
Quinbee's controlling Roachy with Pheromones! The easiest way to deal
with him is to stay between the table and the stage, and to shoot him
while jumping to avoid his shots. His custom gun uses the same kind of
ammunition as the Amberizer, so if you get hit you'll be frozen for a
few seconds. Once you've dealt with him, it will be time for a showdown
with Quinbee on the roof. Make your way to the helipad, which will serve
as an arena, to begin the battle. The arena is lined with Pheromone kegs,
and there are two Nectarola kegs on either side of the path back to
Quinbee's office. Both types of kegs will regenerate when you're not
looking, making an unlimited supply.
Quinbee has four attacks, the first two of which are sprays of
concentrated Pheromones- a green one that does damage, and a blue
one that reverses your controls. Next is a a yellow burst of Pheromones
that will summon two drones, which will remain near the Nectarola kegs
and fire Nectar Blasters at you. They'll fire on Quinbee if you confuse
them, but after only a few seconds she'll hit them with her strongest
attack, a red burst of Pheromones similar to your Cranial Combustion, a
direct hit from which will knock off two thirds of your health. Fight her
by locking on, circling the arena, blasting her with the Mind Blower, and
jumping to avoid her attacks. When you see her start to use red Pheromones,
disengage the lock and run. Drain her health bar to end the mission.
==============================
An Explosion of Cherry Flavor! (Action) +ECF
==============================================
Wednesday, 5:40 a.m.
Nectarola Factory, Main Bldg.
Objective: Disarm the bombs.
Scarabs: 0
Hominids have rigged the factory with bombs, and with the entire place
full of the explosive Manchurian Cherry Nectarola, the explosion would
probably take out half of Troi. There are ten bombs set to go off in six
minutes, so let's get right to it. Go through the door and clear out the
Robobugs, then deactivate the big red bomb in the middle of the platform.
Wall-walk to the next bomb, take out the Mechsquito that spawns behind you,
then make your way to the door that has the cans and a spawning Robobug in
front of it (the other door is locked). Continue through the next several
rooms, disarming bombs as you come across them, until you come to the room
with three Mechsquitos. Wall-walk to the next bomb, then jump to the catwalk
for two more. Eliminate the Robobug that spawns behind you, then go through
the door labeled Enter for the last bomb. Well, the tenth bomb, anyway- it
turns out that there's one more! Proceed to the next room and dispose of the
Robobug. Remember the control panel to the right that you didn't use during
Fear Factory? Activate it to open the doors ahead, then go through them to
end the mission, and the game.
==============================================
====================
Glitches and Oddities +GaO
===============================
The DS version of Insecticide may have been push out
the door a little too early, as it contains a few minor
glitches. If you find a glitch or abnormality not listed
here, please let me know (see Contact Info).
=Enemy Spawning Glitch=
Sometimes, an enemy you're expecting to see will fail to
spawn, or will spawn in an unexpected way/place. Enemy
generators aside, a preset number of enemies should appear
when you reach a certain area, but this isn't as consistent
as it shoud be. This may be caused by an error in the script
that reads your proximity to the enemy spawn point.
=Disappearing Enemy Glitch=
Possibly tied to the Enemy Spawning Glitch, this is when an
enemy that had previously been seen in an area disappears.
When you leave an area inhabited by enemies, they should
remain in that area for you to come back and kill. However,
in order to run smoothly, whenever you leave an area all
objects in it are unloaded from the operating memory, even
enemies. Enemies use a different code to spawn than object
such as Nectarola cans, and aren't set to respawn when a
previously visited area is revisited, so are essentialy
killed without it being counted.
=Reappearing Scarab Glitch=
This one may also be tied to how the game stores objects.
When you die in the game, several things happen. You're
warped to your last safe position, enemies respawn, any
enemies that were on screen when you died are lost to the
ether, your health and Pheromone meters are refilled, and
you lose any Scarabs collected in that area... sometimes.
You'll keep Scarabs from previous areas, but sometimes
Scarabs from the current area will have to be grabbed
again. Even seeing them is hit-and-miss; sometimes you'll
have to get the Scarab again for it to be counted, other
times you won't.
=Jumping Robobug Glitch=
I'm not sure what could cause this glitch, but it
clearly has something to do with the vertical distance
that Robobugs are able to detect you from. When you're
within a Robobug's aggro radius, but are too far above
or below it on the Z axis, its programming will tell it
to attack you, but it will be unable to orient on your
position. This will result in it performing a kind of
glitchy jump, straight up and down in place with its arms
raised. What I think is happening is that it's accessing
its "escape" script, which causes ground enemies to jump
backwards when they get stuck on something (see "The Escape
Script" below). The difference here is that they're not
actually stuck on anything, the glitch can occur in a
wide open area. I'm not sure why they would access this
script when they can't reach you; maybe they're actually
accessing some left over code from an earlier build of
the game, in which Robobugs could jump to where you are.
=Pregnable Partitions Glitch=
This is a very basic glitch, and is common in early/simple
polygonal games. If you stand too close to a wall, you may
sustain damage from the other side. It's most prevalent in
the fight with the Harvester in Ka-Bloom!, as you're under
fire from a weapon similar to a chaingun, and the partitions
you have to use as cover are low. Because of this, you try
to get as close to them as possible to avoid getting hit...
which, of course, gets you shot more than you would otherwise.
=Animation Quirk=
When you pause the game, as you would expect, the action
stops. Well, most of it does, anyway. Enemies stop moving,
ammo stops spinning... so nothing's moving, right? ..Not
quite. If you look closely at animated textures, you'll
see that when paused, their animation is still running.
This is because unlike the models of enemies and objects,
animated textures don't move through the game environment,
they just show a cycle of images. Crackpot (the game's
developers) must have used a code that freezes all movement,
but not 2D animations. You can see this effect most easily
through the windows of the Pollen Express in the missions
Honey Train and Railroad Typhoon
=That's No Conveyor Belt=
At one point in the mission Ka-Bloom!, you'll find a
conveyor belt transporting crates of fertilizer to the
bottom of the greenhouse. I happened to pause while on
the belt, and noticed that it was still moving- the
Animation Quirk. A thought then occured. If the belt
used an animated texture, did that mean it wasn't really
moving? Sure enough, when I unpaused and remained where
I was, nothing happened. The crates kept moving, but
Chrys didn't. The conveyor belt was just a walkway with
moving boxes on top of it.
=The Escape Script=
As mentioned above, there's a script that's executed
when an enemy gets stuck on a solid object, which will
cause it to jump backwards. If you want to see it in
action, load Pier Pressure and enter the area with
shipping containers, staying to the right. Walk past
the stack of four, then hide behind the short right
side of the two stacked immediately after. Look around
the corner at the Robobug next to the four stacked
shipping containers. It will take three steps foward,
then, since the second and third steps were against
the containers and it didn't move, it will execute
the code and jump backwards, only to take three steps
forward and repeat the process indefinitely. There
are two reasons the script is executed; when the
enemy take two steps against against an object, and
when it's stuck. If you take out the one we just
watched and the other nearby, you'll have the chance
to watch the other two, one of which almost always
gets stuck on a shipping container, so will jump
back.. and get stuck on a low fence. It will jump
forward again, only to get stuck on the container
again. It's kind of entertaining, actually.
=======================
Frequently Asked Questions +FAQ
====================================
If you have any questions about Insecticide
that you don't see here, please send me an
email (see Contact Info below) and I'll be
sure to get back to you as soon as I can.
Q: Where can I buy Insecticide?
A: In theory, it can be bought anywhere video
games are sold. The stock of used games in
stores like GameStop can vary, even from day
to day, so you may want to look online.
Another option is to look at a retail store
like Wal*Mart, which tend to quickly move
games that don't sell well to the clearance
aisle. I found Insecticide in the bargin bin
at Toys 'R Us for $9.98 USD.
Q: How much does it cost?
A: The MSRP is currently set at $29.99 USD, but
GameStop has it for $19.99. As mentioned above,
I found it at Toys 'R Us for $9.98, and you may
be able to find it on clearance.
Q: Is it worth buying?
A: This is a matter of opinion, of course, but as
an owner of this game, my opinion is... maybe.
I don't think it's worth the thirty dollar price
tag, but it's definitely worth the ten I paid.
There are much better DS games you could spend
your money on, but if you can find it for cheap
or are a member of a game rental service such as
GameFly, I recommend giving it a shot. You may
not be as satisfied with it as I am, though, as
writing this guide has squeezed a lot more play
time out of the game than most people will see.
Q: What's up with the enemy count after missions?
A: This number actually isn't a count of every
enemy lurking in a particular mission, it's the
number of enemies you've encountered in that
particular instance. Due to spawning glitches
and things such as nests that generate enemies,
the number will vary from play to play on the
same mission. There is no reward or benefit to
be gained by taking out every enemy in any given
mission, as the game only displays this number to
you; it doesn't actually record it.
Q: I killed all of the enemies! Why does the enemy
count at the end of the mission say I didn't?
A: Every time you encounter an enemy, your enemy
count goes up by one. If you don't eliminate
the enemy, die in any way, or it disappears
due to a spawning glitch, you'll be forced to
restart the mission if you want to destroy
every enemy.
Q: What do Scarabs do?
A: Scarabs increase your health meter bit by bit,
and are hidden throughout all but the shortest
of action sequences. Aside from increasing your
health, the game doesn't seem to record how many
you've collected past the results screen at the
end of a mission. For a list of every Scarab in
the game, see the Scarab Locations section.
Q: Help! I can't put the message in the blue
canister in the "I, Robobug" mission!
A: This is a rare occurance, but it can happen.
If you get the canister, then the snips, wrench
and vacuum before getting the message, it will
be impossible to put the message in the canister.
If this should happen to you, either send the
empty canister to a random department and get
a new one, or try to send the empty canister to
the Foreman's Office, then use the vacuum to clear
that tube; the vacuum will be discarded, and you
will be able to put the message in the canister.
====================================
Contact Info +CI
=====================
If you have any questions, comments, or would like
to contribute, you should contact me via email at
ChesuMori@gmail.com. I delete spam indiscriminately,
so if your email provider is known to be blocked by
spam filters, I may not see your message. I always
enjoy getting feedback, especially if it enables me
to add content to this FAQ!
=====================
Legal Stuff +LS
====================
This guide and all of its content are © (copyright) Chesu
(Kyle Merritt), 2008. I'm not going to post this guide on any
sites other than GameFAQs.com, so if you see it on another site,
be sure to contact me.
Insecticide, along with its characters, situations, associated logos,
and all other intellectual properties, are © (copyright) Gamecock Media
Group and Crackpot Entertainment LLC, 2007-2008.
====================
11/11/09
11/11/09
This game has a very simple control system: roll around. When you're unsure of where to go, roll around. When you're aiming to go somewhere in particular, roll there. When you are running out of time, roll faster. When you can't stop playing for ninety-six-hours because of strangely enticing gameplay and you slip into a pleasure-induced, inebriation-like coma, be sure someone rolls you over.
Roll. Roll. Roll.
11/11/09
11/11/09
HADOUKEN
#Walkthroughs
11/11/09
11/11/09
The end result of such strategy is....getting my keister kick Hong Kong style ^_^ #walkthrough
11/11/09
Down
Up
Middle
Up
Down
Down
Up
Pong #walkthrough
11/11/09
Try not to avoid bullets,
Damn Ikaruga!
#walkthroughs
11/11/09
11/11/09
The blue blur runs on,
If he stopped he would see,
how he's far from good.
11/11/09
11/11/09
HAHAHA!
Thank you that was great, it does however show that I should never attempt haiku again, mine are just awful! #walkthrough
11/11/09
Nice attempt, but haiku go 5,7,5, and this is 5,6,5.
still, I like the message of your haiku sir. #walkthrough
11/11/09
Whoops, bugger, that should have read,
"If he just stopped he would see"
I'm afraid that's more to do with my dreadful typing skills than my Brummie accent. #walkthrough
11/10/09
Chair Entertainment, Epic Games
Guide written by Big Bob
Email: ImBigBob@gmail.com
------------------------------------------------------------------------------
What is Shadow Complex?
If you're reading this guide you probably don't need an explanation, but I'll
give one anyway. Shadow Complex was created by Chair Entertainment and
published by Epic Games. The game is a downloadable game exclusive for the
Xbox Live Arcade. The playstyle of the game is similar to 2D platform games
like Super Metroid and Castlevania: Symphony of the Night. Additionally, the
game's storyline ties into Orson Scott Card's Novel, "Empire". The game is
priced at 1200 Microsoft Points ($15 in real money). Personally, I think it's
an excellent game, which is why I wrote this walkthrough for it. Enjoy!
------------------------------------------------------------------------------
Campaign Mode:
Main Adventure
-This is the main gameplay mode of Shadow Complex. The vast majority of the
guide will walk you through the game, telling you where you need to go, what
items you can get, and how to get through the game
Proving Grounds
-The Proving Grounds are a series of short levels testing the skills you've
obtained throughout the game. They grade you based on time. I recommend that
you don't play these until you've beaten the Main Adventure. For completing
every challenge, you get an Achievement. Unfortunately, there's no Master
Challenge for getting platinum medals on each level.
------------------------------------------------------------------------------
WALKTHROUGH
In the first section of the game, you do not play as Jason Bailey. Instead,
you play as Colonel Dallas, suped up with all his gear. This section is
short-lived, but it gives you an opportunity to play with the control scheme
before getting into the actual game. Let's see what he can do:
BASIC CONTROLS:
Left Control Stick - Move
-Move your character left and right with the left control stick. He will
automatically aim in the direction he is facing.
Right Control Stick - Aim
-Point the control stick in the direction you want to shoot to aim in that
direction. If there are enemies in the background, press up to aim at them.
Enemies in the foreground, press down to aim. Aiming is important, but it's
not something that comes easily. Fortunately, you'll have plenty of time to
practice before getting into real fights
A - Jump
-A simple jump. Press A again to double-jump. If you jump against the wall,
the character will stick to it for a moment, and you can press A again to jump
off the wall, giving you even more air. Also, if you jump onto the side of a
cliff or railing, your character will hang onto it. To climb up, press up.
To do a quick climb, Press Up and A simultaneously.
B - Action
-Stand next to a soldier to punch him, killing him instantly. Punch 5 soldiers
to get an achievement. Other than that, the button is used for context-
sensitive actions.
X - Run
-Normally, your character will walk around, but if you hold the X button, he
will run. There's no downside to running, unless you intend to be cautious in
an area. Also, while you can't do it in this area, if you run in one direction
long enough without stopping, you will activate your hyper boost and be able to
break certain walls
Y - Reload
-Reloads your weapon so you have a full clip again. Simple enough. Ammo's
infinite in this game, so don't worry about that.
RT - Fire Primary Weapon (your gun)
-You press the button and the peoples fall down. Depending on what gun you
have, you can either hold down the button to fire continuously, or press it
repeatedly to fire individual shots quickly. Destroys yellow surfaces.
RB - Fire Special Weapon
-You have four different special weapons:
Grenades (travels in an arc and explodes after a short time, destroys green
surfaces)
Foam Gun (Freezes enemies for a short time, destroys vents, and creates
platforms on solid surfaces, destroys purple objects)
Missles (travels in a straight line and explodes, destroys red surfaces)
Hook (fire at a wall to hang from it or stick to it. While hanging from a
surface you may aim elsewhere and use the hook again. I don't know how it
works either)
LT - Crouch
-While crouching you can access vents and other small areas. Also helps if
you're taking cover
LB - Turn Flashlight On or Off
-Use the flashlight to light up dark rooms and see secret passages. The
battery will run out after a while, but it recharges quickly, so don't worry
about it.
D-Pad - Select Special Weapon
-Press left or right on the D-pad to change your special weapon.
Additionally, as you play the game, you will gain experience points and be able
to level up. When you level up, you'll gain a bit more stamina or accuracy.
These changes are really small and minor, but every 10 levels you'll gain a
much better power. At 10, you'll gain an additional 100 hit points. At 20,
you'll be able to see the entire map. 30, infinite foam packs, 40, grenades,
and 50, missles. Your level carries over between games, so if you ever want to
do any of the difficult challenges, I suggest you level up first (and one of
the achievements is getting to level 50, so you might as well go for it).
-------------------------------------------------------------------------------
Alright! Now that that's done with, let's get on with the game. Practice the
control scheme a bit, and when you're ready, run to the right. You have a lot
of Health, so don't worry about getting shot. Just kill all the soldiers on
screen (including on the upper floors and in the background). Shortly, a
helicopter will appear and begin shooting you. Just return fire, maybe
shooting some missles its way as well, and it'll go down in no time. For
destroying the helicopter you get 15 achievement points. You'll see a
cutscene. Afterwards you'll be in the REAL game.
Immediately you'll notice that you don't have any of the enhancements that you
did in the last scene. You can't even wall-jump over the rock on your left,
or grab onto ledges. However, you do have your flashlight. Go to the right
and follow the path in the caves (it's straightforward). You'll eventually
come to Claire's backpack and gear. This allows you wall jump and hang off
of ledges. Go to the right and climb up the wall on the left side of the
screen. Run and jump across the gap and continue on. The door is locked, so
drop into the gap and watch the scene. Afterwards, go through the door and
walk into the first save point. As you pass the terminal, you'll acquire the
map of the first area. Continue to the left, and as Jason says, run to avoid
the camera from seeing you. Though if it does, the door just locks; nothing
else. Walk back and try again. Go down the stairs and ladder and drop into
the available hole. Jump up and climb into the vents. Jump up again.
You'll see a yellow vent; just ignore it for now and follow the path. When you
get to the top, you'll see a cutscene and obtain the pistol.
Immediately a turret will appear on the ceiling on the right. Kill it. Rather
than going through the door, go left back into the vents. Go down for a while,
skipping the first vent, and shoot the second vent you see. Inside the room is
a HEALTH PACK. Now, go left, down, and right, back into the room you were in
before. Now, there are two options: shoot the vent on the wall, or shoot the
vent on the floor. Unless you want to get into a heavy firefight this early in
the game, I recommend the top vent. Follow the path to the right, dropping
into the gap to see the room if you wish, but continue through the ceiling
route. When you get out, you'll see a Bomba directly beneath you. Jump to the
right, kill it, then climb up the ladder and access the next save point. Drop
down and access the map on the wall.
Head to the right and get on the elevator. Press down to make it go down.
Continue to the right and melee the soldier you see, to avoid alerting the
guard in the background. Swim across the surface of the water. There's
nothing in the room to the right yet except some enemies that will shoot you as
soon as they see you. Instead, aim at the guy in the background and kill him,
then shoot the bomba on the wall. Climb up in the caverns and follow the path.
Don't shoot the barrels unless you want them to explode. By the way, Bombas
explode too, so don't stand under this next one when you kill it. Climb up the
ladders, and shoot the Bomba over the soldier's head. It'll drop and kill the
guy, and get you the "Look Out!" achievement. Access the next save room.
Walk to the right and get a free HEALTH PACK. Yay. Shoot the enemies in this
next room, then drop down the long gap. Walk to your left and you'll see a
locked door. Jump and go into the passageway above it, killing the Bomba.
Drop into the room and you'll find a GRENADE PACK. To place a grenade rather
than throwing it, crouch and hit the special weapon button. However, instead
of blowing up the door, throw the grenade into the darkness on the left side of
the room. Head over into that area you just blew up and you'll find a hole in
the floor (if you don't, try throwing another grenade). Go to your left and
wall jump up the caverns to get a PASS KEY. Go back the way you came, and...
oh crap. Boss Fight!
*******************************************************************************
BOSS: WSA2 TARANTULA IFV
There's a place to take cover in the middle of this area. Wait for it to stop
firing, then jump and toss a few grenades its way. If you hit the underbelly,
you'll do a ton of damage. Your pistol will do damage as well, just not as
much. After it takes some damage, the machine will walk forward and lunge at
you; retreat into the grenade room to avoid it (and stock up while you're
there). It won't fire on you in this position, but you should still be
careful. Keep throwing grenades at it and dodge its fire and you'll beat it in
no time.
*******************************************************************************
As Jason says, "Go back and grab some of the stuff you missed". Now that you
have grenades, more areas are available to you. I won't make you go way, way
out of your way to grab a rather unimportant item, but I will point out simple
or easily missable ones for you. For now though, go back through the last save
room and place a grenade in the area on the ceiling. You'll find a GRENADE
PACK. Keep going right until you find a locked door on the ledge. Crouch and
lay a grenade to blow open the door. Keep going right and access the map.
Continue right two screens and kill the guards in this room. Purple rooms are
locked to you at this point. Climb up and go to the right, into the caverns.
Crawl through the hole on the right, then climb up the left ledges. Jump to
the gap on the other side of the wall to find a GRENADE PACK. Go back to the
right and climb up the right ledge. Lay a grenade to blow up the rocks, then
fall through the hole. Now, dive through the water, keeping X held down to
swim faster. Take a breather when you can, and continue right. Climb up the
cavern, go a screen to the left, killing the guard along the way, and left
again to get to a save point. If you want, you can keep traveling left, using
some tricky jumps and carefully killing guards to get back to your jeep. Press
B in front of the jeep to get a joke ending. You do get a Master Challenge for
the joke ending, but no achievements.
Head to the right, taking out the guard and jumping across the gap. Continue
right for a few screens until you see a cutscene. Boss fight!
*******************************************************************************
BOSS: WSA3 DEVASTATOR
Take out the two soldiers in front of you as quickly as you can, then crouch
behind the crate to avoid taking damage from the boss's turret. It might be
some distance away from you at this point, so when it stops firing, get in
front of the crate and toss some grenades its way. In my experience, once you
get it hurt with grenades, it's powerless to stop you, so just keep them
coming.
*******************************************************************************
Blow open the vent next to the crate and jump down. On the left ledge is an
easy GRENADE PACK. Travel to the right and climb up a bunch of ladders,
ignoring the bunch of boulders blocking the path. Getting on the ledge for the
ladders is a little odd, but keep trying. Kill the guard when you get to the
top. Destroy the next group of soldiers using the ancient Chinese secret
called "exploding barrels". Drop down the path and head left. Swim through
the cavern to get a HEALTH PACK. Head back to the right, killing a guard and a
Bomba along the way. When you get to the lake, dive right in. Very quickly, a
helicoptor will start shooting you, and there's nothing you can do about it.
Try swimming underwater part of the time to avoid its bullets. When you're on
land again, climb over the cottage and enter it from the right to get health
and grenade reloads. Then, do some more swimming and enter the forest on the
right side of the lake. Drop into the cavern. Enter the save room on the
right if you want, then go back into the previous room and kill the Bomba on
the floor. Crawl into the space it came from. Destroy the vent opening and
crawl through, then wait for the guard to turn his back. Kill him and the
other guards. Access the map on the right side of the room, then take the
ladder up. You'll see a cutscene, then get a new gun: the WSMP50 Compact.
Head right to the save room and kill the guard, climb up the ladder, and
continue on. This room's a huge friggin' firefight; be careful, take cover
when necessary, and use your grenades wisely. Blow up the Devastator with your
grenades. Carefully maneuver up the room in order to pick off the last two
soldiers. The platform in the top right of the room contains a GRENADE PACK.
Go into the next room on the right and kill the guards. The ladder up leads to
a dead end for now, so let's go down instead. Kill the guard, ignore the power
up in the ceiling, and head left. Kill the next guard, get in the elevator,
and go down. Kill the guards on either side of you, and head left. There's a
vent on the right you can break, but ignore it for now. In the next room, you
can either carefully dodge the security camera's vision, or just shoot all the
turrets. Your choice. Head to the next room for my favorite cutscene in the
game.
Head left and shoot the vent in the floor. Go down the ladder and enter the
door in the bottom right corner. Shoot open the vent, and swim through the
water and climb up the ladder. Take out the guy at the turret, then press B to
take the turret yourself. Use the right control stick to aim and the right
trigger to fire. Just keep firing; there's no need to worry about overheating.
Look all over the room, making sure to get every last soldier as they pour out
of each section of the room. Get rid of the big guy with the minigun first.
Once they're all gone, press B again to get out of the minigun and continue
right. Save if you want, though I caution you: if you die before the next save
point, all the enemies in the room will respawn, and you won't be able to
minigun them to death. If that happens, take out a few quick soldiers, jump
down and blow up the green vent as quickly as you can. Might take a few tries.
Anyway, drop down the hole, jump out of the water onto the floor on the right,
then drop down several stories into more water. Swim down to get a GOLD BAR.
Head left and drop down into the hole in between the flooring and the cavern.
Go to the left, underneath the big guy with the minigun, and climb up the
ladder. Jump to the right, fall onto the elevator, then press up to go up.
Kill the new type of Bombas as you go to your left; try to shoot the energy
blasts they fire at you. You'll also encounter a foam gun Bomba; their shots
won't hurt you, but you will be frozen for a brief period. When you get to the
end, drop down and head into the save room on the right. Go a screen to the
right, kill the soldier, then wall jump off the right wall in order to get the
GRENADE PACK in the ceiling.
Head to the left and grab the elevator from the bottom, and go up. On the way
up, you'll see a ledge on the right. Grab and crawl through the space, then
break the crates on the platform in order to grab a GRENADE PACK. Wall jump up
the passage, or drop onto the top of the elevator and go up; doesn't matter.
Go to the right and kill the soldier. Make that soldiers. Head into the
darkness on the top right, killing the Bomba in the passage you want to crawl
through. Follow the path and use grenades to kill the minigun soldier, as well
as dispatching the Bomba and normal soldier. Continue through the vents on the
left and drop into the save point. Health doesn't respawn in this room when
you die, so if you're low on health, this may be troublesome for you. Melee
the soldier in the first screen, quickly shoot the two soldiers in the second,
and jump on the ladder and go down. Shoot the soldiers and continue on. In
the next room it might be best to just run right past them all. Shoot the
soldiers at the stairs and lay a grenade to get through the door. As you
continue on, you'll get a new gun, the WSM400AI Carbine. Grenade the door and
move on.
Carefully kill the several soldiers in the next room and take the ladder up.
Climb the stairs, blow up the turrets in the background, and enter the elevator
and go down. Head left to the save point. Run through the rooms to your left,
killing the guards along the way. When you get to the next room, stop, and
take a good look around before you continue; this'll be a doozy. Look for
enemies on the upper level in the background and shoot them first to get them
out of the way. Now, as this point you should have two main enemies; a turret
sticking to the bottom of a platform, and a grunt with a missle launcher. The
turret will shoot energy blasts at you; you can shoot these and they'll
disappear. If you stand directly behind the box, you'll be fine, but if you
jump, you'll be vulnerable. And jumping is the only way to fight these things.
If a missle gets shot at the ceiling above you, the splash damage will hurt
you, so be careful. Jump repeatedly and aim at the turret first; your gun's
auto-aim should take care of it (though it might focus on the soldier, so try
to work the kinks out). Next aim at the soldier, and try using a few grenades
along with your bullets; they'll help. Once everything is dead, move on. Some
more soldiers will appear on the right side of the room; shoot them if you
want, but you can just ignore them. Enter the room to the left on the top
floor; this will give you a good angle to shoot all the enemies. When you're
done, move on.
Run left and jump across the gap, and enter the room. Access the map terminal.
Go left again for a save. Shoot the vent on the floor in the room and crawl
through it to find a GRENADE PACK. Run back to the right and drop in the gap
in the floor. Go to the right and turn the valve; water will start pouring in.
If you want that GRENADE PACK at this point, you're going to have to take some
damage. When the water pours in, wait by the valve as the water rises; when it
gets to the grenade pack, a piece of the ceiling will open and you can access
it. You're guaranteed to damage some damage by doing this, and if you're not a
proficient enough swimmer, you'll die. If you don't think you can do it, just
ignore it for now. Anyway, swim up to a safe spot. If you're on the left (and
you probably are), dive back down and swim to the right and up; you'll see
another area to breathe in. Kill the guy, and climb up the right wall. Follow
the path to get a GRENADE PACK. Go back down. The next part's kind of tough,
so if you want to save, climb through the vent on the left, follow the path up,
and turn the valve to move the water back down. Yeah, it takes a while. When
you're ready, use the water to swim up the left side of the room. Lay a
grenade and walk through the door.
Instead of shooting the guy, drop onto the floor and aim left into the green
vent. If you shoot a grenade into here, the guy will light on fire. Move
left. You can shoot another grenade in this room, but you're better off taking
cover behind the boxes and just shooting all the soldiers that appear. When
you're done, head left, and jump behind the boxes to find a GRENADE PACK.
Shoot the vent in the ceiling and follow the path into the caverns. Head left
until you get to a save point. When you're ready, pull the lever next to the
elevator to head down. Go right and pull another lever to make a mine cart
appear. Drop onto the tracks and head right to find a GRENADE PACK. Now, jump
in the mine cart and press B to go. You're gonna go fast and the mine cart's
gonna fly across the gap, though you're gonna have to jump at the right time in
order to make it all the way across. Head left, melee the guy next to the
sandbags, and stand beside them as you kill all the soldiers in the room. Keep
going left, and grenade the vent on the floor by the door. Drop in it and
continue left. Keep your flashlight on here; what you want to do is stay right
below the soldier as he heads back and forth. When you make it to the middle,
open the hatch, but don't head up until you know both of the guards are looking
away. If they see you, you're going to have to hide until they think it's safe
again. Jump into the vent on the ceiling to the left, and continue on, staying
in line with the guard so you don't get zapped. Once you're through, go to the
left, jump over the gap and get to the save room. Now drop through the gap to
get the CLD THRUST PACK (aka, Double Jump)! Woo!
Double Jump to get out of the room, and save again. Use the double jump on the
right side of the room. Crawl through the gap on the right and follow the
path. When you get to a group of soldiers, be careful before moving on; some
of them aren't easy to see. Climb up the walkway to find a GRENADE PACK. Head
right and drop into the room that you were in a moment ago. Head right. When
you get to the ledge, double jump up and kill the soldier. Jump across the
room and climb the ladder. Fun fact: if you hold X while climbing a ladder,
your pack will boost you up quickly. Turn your flashlight on, and point it at
the hole in the wall on the right. Kill the Bomba when it comes out, and crawl
through, heading right. You'll get to a dead end, but point up and you'll see
the path to take. Keep climbing up, and when you get to the purple vent, head
right and shoot the soldiers below you. Head into the save room. Leave, and
drop down and head right. Crawl under the first platform and melee the guy.
Immediately a nearby soldier will attach to the ceiling and start shooting at
you and dropping grenades next to you. Take him out with good old bullets, but
this is a tough fight, so you may have to retry a few times. Kill the last guy
in the room. Continue right, killing the bombas if you please, into another
save room. In the next room, kill the soldier on the first floor, and fire a
few blind bullets upward to hopefully kill another guy. Activate the console,
and shoot the yellow pipe to make the room flood. As the water rises, keep
shooting the yellow pipes to release more water. Climb onto the right platform
to shoot the guy in the upper left. Keep heading up and travel right. Kill
the soldier and access the map. Next room has full health and ammo. There's a
huge firefight in this next room, and if health gets too low, just head back
for more. Head right and up, killing all the soldiers along the way. The door
to the left is locked, so instead head up the stairs into the upper room and
drop into the vent. Crouch, and follow the path to the left.
Drop out of the vent, head up the stairs (by jumping on them, of course), and
access a hole in the upper left side of the room to get a GRENADE PACK. Get
out of the room, and this time jump on the vents on the ceiling, shoot the vent
on the wall, and head through it. Drop down, kill the guy, and kill all the
enemies you see. More will appear in the background. Jump on the light and
onto the platform to the left. Kill the enemies in the background, shoot the
vent in the wall, and head through. Go into the save room, head left, and drop
to the bottom of the elevator shaft. Head left. Boss fight! (and head to the
very left and crouch for a GOLD BAR)
*******************************************************************************
BOSS: Thing that shoots missles and doesn't like water
...I don't know it's name. Anyway, this sequence is pretty simple. The enemy
only has one attack; it aims a laser at you, and a couple of seconds later it
shoots missles in that direction. Stay out of the laser's line of sight and
you should be fine. To continue, shoot the yellow pipe on the floor, and water
will burst out. Once again, shoot each yellow pipe as the water rises.
Though, this time the pipes are spread further apart, and you'll probably have
to make a few jumps in order to hit them. All. Just keep shooting pipes and
dodging missles, and you should be fine. The vulnerability of the pipes is a
little odd, too; try to hit various parts of it to ensure it gets hit in the
right place. When the water rises to the top of the room, the boss will sink,
and the ceiling will open for you to climb through.
*******************************************************************************
Head left. Shoot guys. Shoot guys in background. Climb into the vent on the
top left corner of room and drop down. Enter the save room and continue
through. Kill the guys however you please. At the end, drop down and swim
under the structure, to the right. Careful of the camera's focus as you get
out of the water; if you're spotted, you're going to have to kill some turrets.
Grenade the door to get the SCHCA MASK (Scuba mask). Instead of walking out,
jump behind the shelves into the water, and to the right you'll find a PASSKEY.
Exit the room to the left, swim under the structure, and climb up. Some
enemies are now shooting you. Shoot them, and head right into the save room.
Go right, grenade the floor, and drop through, swimming down and under.
Careful of the guy with the minigun when you get up. Head right, and swim all
the way down. Go into the elevator shaft, and swim all the way up to the save
point. Head right, and have a standoff with the guy with the missle launcher.
Kill him, and jump across to the right side of the room. Drop into the vent to
find an ARMOR UPGRADE. Climb out and dive into the water. Head right and
shoot the vent on the left side of the next room to find a GRENADE PACK. Head
down through all the rooms you came through to get here, witnessing the
destruction you created. There's nothing to shoot, so just follow the path.
After the save room, the speed of the water will increase, and you'll be very
suddenly dropped into a fightfight, but you should be able to handle it. Drop
down back into the caverns, and save if you want.
Once again, pull the lever to make the crane drop. Head left and dive into the
lake. Cavern to the left contains a PASSKEY. Swim down, down, down, and when
you get to the bottom, swim left. Climb up and shoot the vent in the upper
left. Head through, and crawl through the passageway. Take out the two
soldiers and the Bomba in the next room. Grab onto that thing on the ceiling.
When it heads to the right and stops, just hold right and Jason will jump onto
the ladder. Feels clunky, I know. Climb up the ladder, and grenade the wall
on the right. Head through to get a GRENADE PACK. Now head left, access the
map, and head left some more to get to a save point. Oh gee, Claire wants you
to save the world. Yay!
This next room is big. Kill the couple of enemies, and jump on the platforms
above the furnace. When you see the group of soldiers, send a grenade their
way to kill them all at once. Drop down to your left, careful not to fall into
the furnace. Keep going and kill the two soldiers. Grenade the vent in the
floor and drop in. Once on the conveyor belt, crouch, and go a couple screens
to the left. Jump on the ladder to not die from the furnace. Careful when
you're climbing up; you'll be spotting. Kill the enemies quickly. Climb up to
the top of the shaft and go into the save room. Now head to the right, grenade
the vent, and follow it back to the manufacturing room. Climb onto one of the
boxes being moved across the room, and shoot the enemies as you pass them.
Jump onto the platform before the box goes into the furnace. Leap across the
large gap to the right. Head into the save room a couple rooms to the right.
Go left, climb up the ladder, shoot the vent, and go through. Be ready for a
firefight as soon as you leave the vent. When the room's cleared, crawl under
the platform, head left, grenade the vent, and get the GRENADE PACK. Head back
and go on top of the platform now. Go left and kill the guys in the next room.
Shoot a grenade through the hole at the door. Climb up onto the right side,
and take out all the soldiers. Now, jump across to the left, kill the soldiers
in the area, and jump down the ladder. Head right for a PASSKEY. Head back
up, and go left to the save point. Shoot the vent in the ceiling and crawl
through.
Shoot the next vent, and be careful when you jump up; there's fire. Time your
movements so you don't get burned, shoot the vent, and head up and left. A big
furnace with soldiers in it. Kill them all and jump over the fire, heading
left. Drop down and enter the save point below you. Head left and drop down,
and immediately take out the turrets on the ceiling behind you, as well as the
couple of guards on the other side of the gap. Jump across and run into the
center of the next room. A hatch on the floor will lock, and your only option
is to grab the turret on the platform above and start shooting at everything in
sight. This encounter's a little different from your last one. You shoot
missles instead of machine gun fire, so you're going to have to be more
accurate and steady with your shots. Start by aiming at the three strong
soldiers in the back of the room that are shooting missles back at you. Once
they're dead, look on the right side of the room for some more turrets and
shoot them. Same for the left side of the room. Try to pick off some of the
grunts while you're at it. Soon after, a couple of doors in the back of the
room will open, and giant robots will come out from the two doors on the end.
Shoot them. Finally, some turrets on the ground in the center, and a couple
more giant robots on the floor above them. When the encounter is over, leave
the turret and head into the hatch that opens on the floor.
Climb down the ladder, taking the time to shoot the vent on the left, which has
a GOLD BAR in it. When you drop into the next room, head onto the conveyor
belt on the lower level. As soon as you see a box come out from the belt, jump
over it and run to the next room. Shoot the vent and follow the path. Kill
the soldier in the next room and head on, dropping down a long path into a save
point. The right door is locked, so head left. In this room, be careful not
to get squashed by the pistons. When you drop down, kill the soldiers around
you, and head left to get the FOAM PACK! Use the D-Pad to switch to the foam
gun, and use it to blow open the vent on the floor, revealing an easy FOAM
PACK. Head back to the pistons. For the six pistons (three on top, three on
bottom), shoot a foam blast into the pipe, which will cause the piston to clog.
Getting all six will halt production in the factory, as well as unseal the save
door. Now that you have the foam gun, you can open purple doors on the map.
To do so, just shoot a piece of foam at the light fixture above the door. Head
right through the foam door, and shoot the two turrets on the ceiling. Drop
down and kill the strong soldier on your left. Left is a dead end for now, so
go right a bit and jump up through the two stacks of boxes (Bomba!). Head up,
kill the two guys around you, and get onto the platform. Kill the strong
soldier to your left. Now, when this platform gets to the top, aim straight
down and hit it with a foam gun blast, then crouch and lay a grenade (and get
off so you don't get hurt). This will blow open the green vent in the ceiling.
It may take a few tries, so keep trying. In the above room, open the purple
door to your left to find a FOAM PACK. Head right and drop into the vent, and
climb down the ladder. Below is a quick moving platform; nail it with a foam
shot. When it's stopped, jump onto it, then go to the right and in an alcove
you'll find a GOLD BAR. Careful not to fall into the furnace. Climb up the
ladder and head into the room on the right.
Melee the first guy you see. You've been in this room before; head right and
up into another save point. Now that you have the foam gun, open the purple
door and head into the next room. This room's big, but don't worry; there's no
firefight. Kill the soldier on the ground, and shoot the bomba on the left
wall with your foam gun. Use him to get to the platform in the middle. Double
jump into the ceiling above to find a FOAM PACK. Then jump to the door in the
upper left. Don't worry if you get spotted; the doorwill still open if you
shoot the light with your foam gun; it'll just take afew seconds longer. Next
room's a doozy; be careful here. If you land in the water, you'll take damage
very quickly, so try to get a running start and use the most of your double
jumps. Thankfully that save point wasn't very long ago. After those two
annoying jumps, head upwards to the top of this next room. Technically, you
can freeze those moving platforms, but they move at a generous speed, so it
isn't necessary. The next room is dark, and there's a bomba right at your
feet. Kill it. Drop into the vents, blow open the purple vent on the right
and grab the FOAM PACK. Head downwards, and while there's plenty of enemies in
this room, if you stay on the floor, you won't have to engage them. Go right.
Head upwards in this room. There's a live wire next to the soldier, so be
careful when crossing it to get to the save room. Head up the ladder and left
into the next, huge room. Melee the first soldier you see. Head along the
lower path, jumping across the gaps. It's going to take some finesse to kill
the enemies in the room, but you can do it. Just follow the path upwards to
the left. In this next room, kill the soldiers on the path. Boss fight!
*******************************************************************************
Boss: WSA2 Tarantula IFV
This boss isn't too bad. Keep moving to avoid his missles, and he'll blow up
the platforms on the left and right. Keep shooting him, maybe tossing some
grenades his way as well. Eventually he'll jump onto your platform; back away
and drop down whichever ledge is closest, and run to the other; he should be
positioned over that ledge and you can get a ton of easy shots on his bottom
side. He'll drop a couple of grenades on you; keep a close eye and run when
the grenades fall. He'll wise up and jump to the center; get back onto the top
platform to goad him back up there. Keep shooting him, and repeat this
strategy until he's dead.
*******************************************************************************
Head left into the next room, killing the bombas on the wall and accessing the
map. There's a save room on the left side of the next room. Head upwards and
to the right, and climb up the caverns. There's an easily spottable GRENADE
PACK on the way up. Head left, killing the enemies along the way. When you
get to the glowing blue boxes, just ignore them, and instead, crawl under. The
path's simple for a while; just follow it until you're outside. Swim into the
lake, and double jump onto the ledge. Climb up and kill the soldier. Head
left into a firefight. There's a devastator, but just stand on the platform
shooting bullets and grenades at it and you'll be fine. Continue left and swim
across the large lake. Jump onto the middle section of the tower and crawl
through. Drop down and kill the guard, and dive into the water. Grenade the
panel on the left and swim through; you'll get a scene with some revolving
blades. Swim out of the water and climb down the ladder. Point your foam gun
at the rotating cylinder and fire away; after a few shots, the blades will stop
rotating. Swim into the water and around the blades onto the other side of the
room, with the save point. Keep heading up and outside. On the roof you'll
find a foam gun turret. Use it to shoot down the helicoptor, which will kindly
crash into the building for you. Head into the now-destroyed building and
press down to head deeper into the base. Right's blocked off, so go left and
down all the stairs and ladders. On the bottom you'll find a terminal which
will turn off the red barriers. Head back up through the barriers to receive
the OMEGA ARMOR XOS-7! Yes!
Head left and you'll find that everybody's trying to kill you. Carefully
navigate down, and as you exchange blows notice that you're now taking less
damage. Head right, killing everyone in your way. In the large room, drop
down and head left to a map and a save point. When you run to the right side
of the room, four soldiers with miniguns will appear in the background. Use
the appearing and disappearing cover on the floor to safely take them out.
When they're all dead, head right for another boss fight.
*******************************************************************************
Boss: OXS-1
This guy's so easy. Just keep shooting him while heading left to avoid his
attacks. Grenades help too. Just wail on him with whatever you've got and
you'll be fine.
*******************************************************************************
Down the now open hatch, left to the save point, down into the next room. Grab
onto the ledge on the left and plant a grenade to blow it open. Head through
and kill all the soldiers in the next area. Keep heading left and you'll find
the FRICTION DAMPENER. Stand on the left side of the room, and hold X to run
right without stopping. You'll become an indestructible force that can destroy
blue areas. Sandbags aren't blue. When you crash into one, try to kill all
the soldiers without getting yourself frozen by a Bomba's foam. Jump onto the
upper platform and head right. When you get to the blockage, jump up, and
shoot the turrets, then the soldiers on the floor. Dive into the water and
swim to the bottom to find a rock you can grenade for a FOAM PACK. Now, swim
back up and climb to the top to find a green vent to blow open. Head through
and pull the lever to lower the bridge. Run left to build some momentum, then
use your friction dampener to run right through the strong fan, as well as
another room full of now-dead soldiers. When you finally stop, climb up the
platforms, shooting everyone in your way. Head into the vent on the right wall
and fall into it. The room has some soldiers, so clear them all out before
continuing. To continue, jump onto the upper right platform, then hold and run
left to destroy a box. Now that that box is destroyed, stay on the left side
of the room and run right in order to build enough momentum to leave. Now's a
good spot to save. Head upwards through the familiar path. Remember the room
with the crates hanging from the ceiling? Get on top of them and use a couple
of grenades to blow them up. Head as far right as you can, and then run left
into the next room. Once you enter, quickly jump in order to break the blue
walls and grab a GOLD BAR. As a blur, you can run up the side of walls and
jump off them to keep your speed. Plenty of soldiers and a turret in this
room; kill them all as you climb up the ladder, head right, and drop down.
Break open the vent and enter it to drop into a save point. Head right for
another fight with an OXS-1. Kill it the same way you did with the first one.
Yeah, this guy can fire energy blasts at you, but he's still no problem. Head
right and shoot the vent to drop in and find a WSAR60 COIL RIFLE.
In the next room to the right, fire a grenade to kill the clustered enemies.
Break the crates on the floor to reveal a GOLD BAR. Jump up and continue right
through two purple doors. Climb up the ladder and in the dome you'll find a
FOAM PACK. Head back down and this time drop into the gap. Head, this was
from the beginning of the game! Remember it? With your new double jump, go
into the alcove in the ceiling and climb up to find a GOLD BAR. Shoot the vent
on the right to continue on into the first save point of the game. Go right a
screen, and use your double jump to climb up. You'll see an ARMOR UPGRADE
protected by some green rocks. Introduce them to your grenades. Now that
you're agile and strong, go ahead and just keep running right, jumping over all
obstacles and generally being a badass. Pass another save point on the way ,
and make it back to the lake near the start of the game. You've been this way
before; you shouldn't need much direction. When you finally make it to the
lake, make sure you're in hyperspeed, and you'll run across the surface of the
water. Jump over the cabin on the way across, and if you manage to run the
whole thing in one go, you'll get the "Walkin' on Water" Achievement. As you
head right, take the high ground this time. Kill soldiers, and drop into
another gap to find a FOAM PACK. Keep climbing up and heading right,
eventually stopping once you're on the far right of the map. Head down to find
a familiar ladder. As you climb down it, shoot a purple vent to find an ARMOR
UPGRADE. Keep heading down, and when you read the bottom, look at the ceiling
for another purple vent to shoot, giving you a FOAM PACK. Head left and get in
the elevator to go down. Head right and shoot the vent on the climb. Fall
into it and crawl left. Grab the elevator's bottom and push up to make the
elevator go up. You'll find an ARMOR UPGRADE in the purple vent on the left,
and a GRENADE PACK in the right vent. Grab onto the bottom of the elevator and
press down, then quickly climb into either vent to let it pass. Climb to the
top of the shaft, and on the left you'll find a passageway with a PASSKEY in
it. There's nothing on the right.
Again, make the elevator go back up, and hide in the middle vents to pass it
up. Crawl to the right, activate the elevator, and just walk through it to the
other side when it's down. You might get spotted by the camera in this room,
but at this point I doubt you care; just shoot the turrets and move on. You'll
find that Claire is missing and being moved somewhere else. Head left and go
down the vents in the next room, and this time go left and use your Foam Gun to
open the once-blocked door. Head into the save point and climb up into the
vents, heading left. When you reach the elevator, take it to the top, and
enter the top-right most vent (all the others are dead ends). Drop into the
room and shoot the guards, then head through two yellow panels to enter another
office with two more guards. Head left into the elevator, and take it down to
floor 2. Shoot the vent in the ceiling and follow it. Ignore the giant fan
and keep going. Shoot the low vent in this next room and follow it, dropping
down into a cavern. Kill the guard you see, and climb into the space on the
left ledge. Jump up and head left to find an ARMOR UPGRADE. Go right and drop
down, but this time, crouch and go left; you'll fall into a room with MISSLES!
Finally, after all this time you can shoot Red Doors!
Use this opportunity to blow open the first red door you see. Head back into
the open area and blow up the red door there. And then blow up a red panel.
Aren't missles fun? Get in the elevator and take it to the first floor and
blow up another red door for a MISSLE PACK. Now, take the elevator all the way
up to floor 4 and kill all the enemies in the room. Activate the panel to open
the hatch, and blow apart the tube to stop the fan in the other hall. Head
back down to floor 2 and get into the vent in the ceiling. Now that the fan's
off, you can easily jump up the shaft. Head right for a GRENADE PACK. Head
left and blow up the red panel, then take the top path to the right for a
MISSLE PACK. Finally, go left to get to a save room. Shoot the red vent in
the room and go left. Kill the two soldiers in this room, then head to the
other side to get a HEALTH UPGRADE. Get back into the room right of the save
room and head up. Run left to find Claire and two XOS-1 soldiers on either
side of you. Alternative between firing at both of them in order to keep their
energy blasts at bay, and if either gets too close to you, fire a missle at
him. This fight may get a little tricky, since you have to focus on fire
coming from both sides, but really, just focus on one soldier and then the
other, and you'll be just fine. After the fight, Jason takes Claire back to
the surface.
At this point, the entire map is pretty much yours for the taking. All that's
left to get is a hookshot, a third jump, the final gun, and the Fusion Helmet.
If you just want to end the game, head straight for the gun. I'm not going to
give a full listing of every item location in the game (there are visual guides
that explain it better than I could in words), but for your convenience, I'll
run you through for the hookshot, triple jump, and the last gun. At the end of
the guide I'll point out some particularly annoying items for you. The Helmet
can only be acquired if you collect every Passkey, but honestly? It's not very
interesting. What IS interesting is collecting every Gold Bar. Doing so
unlocks a special room near the start of the game that has golden versions of
every weapon. This room carries over into future playthroughs, so if you're
ever going for those master challenges, it'd be a huge help. Now: Hookshot
time!
Jump up from your current location and head right until you fall down a large
gap. Head right more and kill everyone in this room, then open the purple door
and head through. Shoot the soldier in the background, then navigate the pipe
maze (darn this game's 2D nature). Drop down, but climb up the right wall for
a GRENADE PACK. Head back and drop down about halfway. If you did it right,
there should be a red panel on the floor to the right that you can shoot a
missle at, which will drop you into the save room. If you miss it, just climb
back up; it's not too hard. Right of the save room is that crane that you can
now blow apart with your missles. Doing so will reveal another path. When you
land, jump on the ledge to your left for an easy ARMOR UPGRADE. Now, head
right, climb into the vent, and drop down into a save room. Go right for a
boss fight.
*******************************************************************************
Boss: AP4 Saw
It's not so much fighting the boss as it is activating the hyperspeed and
catching up to it. The boss will move clockwise around the room; run in the
same direction as it until your hyperspeed sets in. At this point, what you
want to do is follow it; Jason will run just a bit faster than the boss, and if
you can keep up his momentum, he'll hit the boss in the back, killing it
instantly. The boss will switch from the other wall to the middle platform;
make sure you do the same, otherwise you'll overtake it and have to start over.
Also, whenever you jump, make sure the control stick on the controller is
facing the direction you want to run when you hit a solid surface; otherwise
your momentum will halt in midair. After a few laps and some practice, you
should have the boss beaten.
*******************************************************************************
Head right after the battle. Blow open the red door for the HOOK. Woo. Head
back out, and the door is locked, so you're going to have to head up. It's too
high to double jump, so get some practice with your hook; just aim it wherever
you want to stick, and shoot. Funny thing is, when you're sticking to a
surface, you can aim and shoot it somewhere else. Kinda weird. Enter the vent
on the right side of the room at the top for a MISSLE PACK. Now head left and
discover another feature of the hook: pulling off the shields of those big
guys. Jump up the ceiling of this room and pull the lever to unblock a section
of the base; now go back down where you came from. Keep heading left, killing
a couple more guys, and at the end, drop down a hole by the wall to land in a
save point. Left, down, right, down, and hook the wall in order to get a good
shot at the vent on the right side, which has a MISSLE PACK in it. Keep
falling and you'll see a mine cart. If you want to skip some items to save
time, take the cart. I'll point out the items.
Run left for a while until you see some soldiers and a hole in the ground,
which you've probably fallen into. Head left in this hole and up to find a
FOAM PACK. Go back and kill the soldiers, then turn on your flashlight and
look around the ceiling. See that blue boulder? Let's go left. You'll notice
that the path gets narrower up ahead. Run along until you're a good distance
from them, then run back to gain momentum. When you're in hyperspeed, jump and
you'll run along the ceiling, letting you shatter the boulder and access the
PASSKEY. Now just keep running left until you reach the end of the tunnel.
Jump up and kill the guy, then activate the lever to open the door. Take the
path up in between the containers. Back in this room. Kill the guy in the
middle, and by the ammo shoot the red panel on the floor to get a MISSLE PACK.
Freeze the platform and grenade the ceiling, yadda yadda, head right and up in
order to get to the save room. Continue left, get to the upper left, and move
on. Once again, be careful of the electrical water here. Jump up and go left
into the big construction room you had a firefight in once. If you look on the
ceiling on the right side of the room, you'll see a narrow champer that you can
navigate via your hookshot to get a MISSLE PACK. Keep going left, and in the
small room, grenade the wall for a GRENADE PACK. Missle the ceiling and climb
up the path. Shoot the vent on the left and follow it, and missle the red
panel in the next vent. Climb up the wall on the right, and climb up the next
room as well, entering the vent on the top right. Follow it, and in the
following room kill everybody. If you've forgotten how to break the boxes
here, jump into the top right corner and start running left; you'll break a
box, giving you enough room to run right. Save if you want, then hookshot the
ceiling of this room in order to access the top left corner with the red door.
Missle the door. In this next room, there's going to be a lot of enemies
coming in from the background. Once they're dead, lay a grenade in the center
of the room (you can't see what you're standing on). A piece of the floor will
break away, revealing a FOAM PACK. Head left and climb up; in this next room
there are several soldiers and turrets, so be ready. On the right side of the
room, jump and use your hookshot to continue on. Boss fight!
*******************************************************************************
Boss: WSA1 Walker
This boss is a bit tedious, but manageable. The in-game hint suggests ripping
out the wiring on its head or something, but attempting to kill it in such a
way has never helped. Let's go with the good old method of brute force. The
game also says that explosives won't work; they may not be instant kills, but
they've always been fine with me. For one, at the start of the fight, run
forward as quick as you can to avoid the missles aimed at your face. Stay
behind him and shoot at his underside, and he'll shoot some foam grenades at
you. Watch for them, and double jump to avoid the explosion. He'll turn
around; you run back under his legs and do it again. Don't stay under his
legs, though; he'll stomp you, and you'll take damage even if he's just turning
around. Still, with machine gun fire and some missles, he'll go down easily.
*******************************************************************************
Head left for a save point. Left again, and you'll see giant energy blasts
across the floor; don't jump into these. Instead, head upwards and left.
You'll see a control panel on the ceiling on the right; jump up and press B to
activate it. Shoot a missle at the control panel that opens on the left, and
the beams downstairs will fizzle out. Head down to get the Thrust Boots, AKA
your triple jump. Go back and save, then head to the top of your current room.
In the next room, jump in the water and watch out for the robot fish in it.
There's a bit of a pipe maze here; navigate it and swim to the surface, then
head right until you've fallen back into the base into a save point. Follow
the path, then head through the destroyed walls (there's a box still in the
way) up to the top of the room. Lots of enemies in the next room; engage them
if you please. Shoot some missles at the red door and continue on. You'll be
in a wide open area, with two soldiers with missle launchers aimed at you; kill
them carefully. Climb up the ladder on the right side of this room, and blow
open the red door at the top; head on in. Fall down close to the left side of
the wall; climb into the vent to get a MISSLE PACK. Head back down, be
stealthy or open fire; doesn't really matter. Head left and activate the
computer panel. A couple of strong machines will show up; just run away.
Really. It's not worth it to fight them. When you get back outside (sorta),
jump across the huge gap and follow the path. Hopefully you know to shoot
yellow vents by now. Turrets in the top room, so watch out. When you get to
the top, run to the right into the elevator (there's an item to get involving
your speed boost, but I'll point it out at the end of the guide). Take the
elevator down.
Head right into some offices with people for you to kill (including a bastard
with a missle launcher off-screen). On the left wall there's a vent for you to
enter; it's easy to miss. It's too narrow for you to wall jump, so just hook
or triple jump the way up. Finally, you have it, the final gun: the INERTIAL
ELEMENT. THIS GUN IS THE ONLY ITEM IN THE GAME THAT CAN BE MISSED, SO MAKE SURE
YOU OBTAIN IT RIGHT NOW. CAPS FOR EMPHASIS. WOO. Head right and shoot a poor
guy in the face with your shotgun. Keep heading right, and at the bottom of
the long room, enter the save point on the right. Now, head left and blow open
the door with missles. Climb onto the top of the structure for a scene. Now,
get the hell out of there! Run right, boost up the ladder, run left, and wall
jump your way up the elevator shaft, and run left some more! Finally, you're
out safe. Ready to end this game? I sure am! Climb up the tower, and now
that you have a triple jump and a shotgun, run and jump to the right as much as
you can. This is all territory you're familiar with, so go for it! (I
happened to find an ARMOR UPGRADE and a FOAM PACK on the way there that I
hadn't pointed out; maybe you'll see them too). Just keep moving until you get
to the lake for the final encounter...
*******************************************************************************
Final Boss: Airship
So...yeah. Pretty much every enemy you've encountered in the game is here,
boss or grunt. You're going to be shot at a lot, so get used to it. Enemies
both on your plane and in the background are going to be bombarding you with
attacks. Fortunately, you're a running, gunning, flying tank. So how to get
rid of the airship? It takes a couple of steps. There are three rockets on
the field; each of them has two controls panels near it. One control panel
will activate the rocket and prepare it for launch. The other control panel
will let Jason manually aim the rocket at the airship in the background. So
naturally, activate the rockets and fire them at the airship! However, it
takes some time for each rocket so be fully prepped, so in the meantime, kill
enemies, dodge fire, and generally do everything you can to not die. Go nuts
in this fight; there's a full health & ammo restore in a room on the left side
of this giant pad, so use it whenever you need to. After each hit, the airship
will send several rockets of its own at you; get off the platform and move on
to the next one. Don't stay around and get hit by the counterattack. There is
also a health refill inside the cabin that's now suspending on a tall building;
access it by climbing up the ladder in the middle of the field. Once the third
rocket is launched, you've beaten Shadow Complex! Congradulations! Now you've
got the "Hero" achievement, your medal of honor.
*******************************************************************************
-------------------------------------------------------------------------------
ITEMS
8 Health Upgrades
10 Armor Upgrades
30 Grenade Packs
20 Foam Packs
20 Missle Packs
12 Gold Bars
12 Passkeys
I could put a big list here of the location of every single item in the game
and where it's found, but honestly, pictures do it a lot better than words.
While playing the game myself, I found IGN's item listing for the game to be
incredibly useful for those rare items that eluded me. I highly encourage you
to check it out:
[guides.ign.com]
(used with permission)
Before item hunting, I recommend you at least get to level 20, so you will be
able to see the entire map. Most of the items in the game are very easy to
find, and others are easy to obtain once you have the correct item, but there
will always be those that annoy the player. So, I'll list a couple of the most
annoying items in the game to get:
Armor Upgrade #8: Located in the huge room on the top left of the green portion
of the map. The camera's annoying as hell, but the upgrade is in a crevice
that requires triple jumps and a hookshot to get to. Be patient; you'll be
able to get it.
Armor Upgrade #10: Located in a save room, so you won't be able to locate it on
your map. Once you have missles, head to the down-left most save room on the
purple section of the map. The item will be under a panel in the floor.
Foam Pack #15: Located left of where you acquire the first foam pack. Instead
of using IGN's method of tediously jumping and hookshotting your way across the
lake, get a running start so you'll sprint across the electrified water. It
still might take a few tries, though; the hyperspeed is a bit finicky.
Foam Pack #17: A pain in the ass. The item's near the bottom middle of the
light blue section of the map, but in order to get it, you have to go way above
it. Walk out onto the ledge and look around on the left wall underneath the
ledge; you'll see a green panel. You can't stick a grenade to the panel, so
you're gonna have to fire a lot of foam and set the grenade on the platform.
THEN you'll be able to access the pack.
Foam Pack #20: Near the bottom right of the map. Remember the first portion
where you're on a minigun shooting up baddies? Directly under that room is a
body of water, with a submerged red gate to the left. Shoot the gate, then
quickly toggle to grenades and shoot them at the fan on the other side of the
gate. Do it too slow, and you'll die.
Gold Bar #3: Near the bottom left of the light blue portion of the map.
There's a room with a ladder, a furnace, and a gold bar tucked in the right
corner of the room. Not hard to find, but annoying to actually get to.
Gold Bar #8: Near the bottom right of the light blue map. You're gonna need
the triple jump for this. In the huge room to the left, get to the top left
corner. Hell, back up a room. If that isn't enough, stand on the upper
platform in that next room. Now, run right long enough to build up momentum,
and double/triple jump over gaps, heading right, which will destroy a blue box.
You'll probably crash into a save room.
Grenade Pack #12: Towards the bottom of the yellow map, in a room to the right
of a save point. On the lower level, turn a valve and water will pour into the
room. A panel above you will open once the lower section is filled, and you
can swim in and grab it. You can technically get this without the Scuba Mask,
but having it makes things much easier.
Missle Pack #9: Top left of the light blue section of the map. There's a blue
box you have to break, but there's not enough room to build up momentum. So,
you'll have to go to the left a few rooms and start running right, falling down
as you run back into the room with the item. Carefully run around the central
platform and jump at the right moment to break the blue box. Then, shoot a
missle at the panel to get this pack.
Missle Pack #15: Top middle of light blue map. When you head to that section,
you'll see a huge electrified floor that will kill you instantly, and several
red panels to destroy. Use your hook to stick to a wall so you can shoot
missles at the appropriate places. This is extremely difficult if you don't
have a hookshot and a triple jump. Once all...12 panels, I believe, are
destroyed, the floor will deactivate and the pack will become available.
Missle Pack #19: In the bottom left save room on the purple part of the map.
It's easy to acquire; just hard to find because the dot won't show up in a save
room.
Keycard #2: Upper right section of the orange map. To the left of where you
first got grenades. You can't see it, but hurl a grenade into the crevice to
the left of where you first found the grenades. It'll open a path that leads
to the card.
Keycard #7: On that long horizontal streak at the bottom of the map. You'll
see the Keycard in an alcove on the ceiling, blocked by a blue box. Run left
for a while, then run back to the right, building up momentum. Where the
ceiling is low, jump and you'll run on the ceiling, all the way to the blue box
and the Keycard.
Keycard #8: This one's incredibly convoluted to get. It's above the orange
section of your map. The drawbridge will need to be lowered in order to access
this item. When you're on the drawbridge, head left into the building and
you'll see a lever. Hit this level, then immediately run right and
double/triple jump onto the wall. If you were quick enough and you did it
right, you'll run through the hole and through some debris, letting you access
the Keycard.
Keycard #12: Upper yellow portion of the map. It's not difficult to acquire;
you just won't know that you have it because it's located in the room with the
Scuba Mask, so on the map a dot tells you that an item was already gotten
there. Just head back there and swim in the passage behind the rack to find
it.
-------------------------------------------------------------------------------
PROVING GROUNDS
You can access the Proving Grounds at any point in Shadow Complex from the
Campaign Mode menu. Unlike the main adventure, there's no exploration here;
just use your skills to the best of your ability to finish each level as fast
as you can. There's really no strategy I can give you here; just practice and
practice until you're good enough. The last level might require a guide, but
it's better that you figure it out for yourself. You get an achievement for
finishing all the levels, so go for it!
-------------------------------------------------------------------------------
ACHIEVEMENTS:
Let's Get Punchy (Melee 5 soldiers) - 15 pts
-Just play the game and you'll get this one easily
Bomba Punter (Punt 20 Bombas) - 20 pts
-When you see a Bomba on the floor, press B to kick it. Do it 20 times to get
the achievement.
My Head A-splode (Get 50 headshots) - 20 pts
-Just keep playing the game and you'll get this one.
Make 'Em Scream (Get 100 soldiers to scream) - 20 pts
-This one might take a while, but the tally is counted through different
playthroughs, so keep at it. How do you make them scream? I dunno, but it's
not too hard.
To Kill a Blackbird (Destroy the helicopter attacking the vice president)
- 15 pts
-Beat the prologue to get this one
Look Out! (Kill a soldier with a bomba) - 5 pts
-You can get this one shortly in the game.
Walkin' on Water (Make it from one end of the lake to the other in
hyperspeed) - 5 pts
-Not too hard to do; just have to get the hyperspeed upgrade to do it.
Hero (Complete the game on any difficulty setting) - 50 pts
-Just beat the game
Completionist (Complete the game with 100% of the items) - 20 pts
-Exactly what it says. There are a few items that don't show up on the map;
I'll point them out later in the guide.
Minimalist (Complete the game with less than 13% of the items) - 10 pts
-Don't get any items aside from those ne
10/21/09
I haven't written a FAQ in years, but this was my last one:
DREAMFALL : The Longest Journey
For Xbox and PC
Spoiler-Free/Speed Walkthrough
By Nez77
Contact: nez777@yahoo.com
Version : 1.03
Created April 14, 2006 (Last Updated April 27, 2006)
This FAQ is © 2006 Nelly Cung (nez77)
==============================TABLE OF CONTENTS================================
1. VERSION HISTORY
2. COPRYRIGHT
3. ABOUT THIS FAQ
4 ABOUT THE GAME
5. WALKTHROUGH
CHAPTER 01 - CH01
CHAPTER 02 - CH02
CHAPTER 03 - CH03
CHAPTER 04 - CH04
CHAPTER 05 - CH05
CHAPTER 06 - CH06
CHAPTER 07 - CH07
CHAPTER 08 - CH08
CHAPTER 09 - CH09
CHAPTER 10 - CH10
CHAPTER 11 - CH11
CHAPTER 12 - CH12
CHAPTER 13 - CH13
6. CREDITS/THANKS
==============================VERSION HISTORY==================================
Version 1.03 : 04-27-06 Thanks to César Bittar, I have the title of Chapter 9.
Version 1.02 : 04-27-06 Thanks to Kevin Archer, I know where Chapter 9 begins.
Now, I just have to figure out the name.
Version 1.01 : 04-24-06 Expanded the table of contents to have chapter
listings, hopefully that will make browsing much
easier. Changed a few other cosmetic changes.
Version 1.00 : 04-23-06 Ready to be released, spell-checked and ready to go.
I can definately reorganize it, but that's what
tomorrow is for. I'm a bit confused on where Chapter
9 Begins though...
Version 0.99 : 04-22-06 Typed in all the steps for the whole game in about
nine hours. Very rough draft, I'm sure there are tons
of errors/typos.
Version 0.03 : 04-21-06 Just beat the game today, plowed through the whole
game again to while making notes and finding more
efficient routes.
Version 0.02 : 04-16-06 Added Copyright and "About this Game"
Version 0.01 : 04-14-06 Started FAQ, just the basics, the game isn't even out
yet!
==============================COPYRIGHT========================================
This FAQ is © 2006 Nelly Cung (nez77). This FAQ cannot be used nor distributed
for commercial use. It cannot be distributed in any fashion without the
written permission of the writer. Permission may be obtained by e-mailing me
at: nez777@yahoo.com.
This guide must be displayed in its entirety. Currently, the only site(s)
allowed to post this FAQ is/are:
GameFAQs (www.gamefaqs.com)
Adventure Classic Gaming (www.adventureclassicgaming.com)
Nez77's Laboratory (my personal website at www.geocities.com/nez777)
If you have any questions, comments or contributions to this FAQ, then please
e-mail me at nez777@yahoo.com. I hope you find this FAQ to be helpful.
All logos, characters and plot ideas are properties of Ragnar Tørnquist and
Aspyr Media, Inc. I do not claim any rights to the game (Dreamfall: The
Longest Journey) in any shape, make or form.
==============================ABOUT THIS FAQ===================================
This is a Spoiler-free/Speed FAQ. This FAQ should be used if you are stuck and
not sure what to do next. It will be of absolutely no help in terms of plot
and character analysis. I might do that for another FAQ in the future, but
not for this FAQ. In fact, if you need to find a map for a clue, I will
actually have you skip it and go straight to the next step if the game allows
it. This FAQ will be straight forward about the steps to take to progress in
the game. It will give the answers to all the solutions, but will not show how
the thinking process was or how to even derive it, it just gives the answers.
I recommend using this FAQ only if you are in a rush to beat it or stuck in
the game.
This FAQ is barebones and will not mention backgrounds of the characters and
the controls. It will simply CAPITALIZE ITEMS. Each step is numbered in the
order that I feel is the most efficient way of going through the game. I have
played each mission at least four times to figure these steps out.
Enjoy the FAQ!
NOTE: To best use this FAQ when you are in the middle of it is to
just SEARCH for an item that you have recently acquired.
==============================ABOUT THE GAME===================================
This game is the sequel to "The Longest Journey" also by Ragnar Tørnquist.
The first installment was a 2D traditional "point-and-click" adventure game,
released in the USA in November 2000.
This game is free-roam 3D game is much larger, in not just the worlds, but also
that the player controls three characters, each with their own unique
storyline.
Official website: [www.dreamfall.com]
==============================WALKTHROUGH======================================
CHAPTER 0 - TAINTED (CH00)
---------------------------
SETTING: MONASTERY
(as Brian Westhouse)
01) Walk out of the room and follow the monk
02) Follow the left wall and bother the whispering monks
03) The head monk will say that the ritual preparations are complete
04) Walk onto the dais
CHAPTER 1 - ONE (CH01)
---------------------------
SETTING: CASABLANCA
(as Zoë)
01) Answer the MOBILE, it's on the chair next to Wonkers (the purple gorilla)
02) Open the closet
03) Use the clothes to change
04) Go downstairs
05) Speak to your father
06) Exit the house
07) Walk down the linear path until you reach a new area.
08) After the cutscene, follow Aralyn
09) Proceed to the end of the path
10) Open the door to get to the gym
11) Talk to Jama, the woman in green
12) Spar with Jama, say "no" when you're done practicing between rounds
13) Exit the gym
14) Go to the shop, "Alien the Cat." To get there, backtrack home
15) Walk to the back of the shop
16) After speaking to Olivia, exit the store
17) Meet Reza at Moca Loco, it's in the marketplace
18) Reza is sitting on bench just left of the storefront
19) Doesn't matter what choices you make in this conversation
20) Go to the taxi stand, it's near where the gym is
21) Get into the taxi
SETTING: JIVA CORPORATION
22) Press the button to call an elevator pod
21) Walk up and speak to the receptionist
22) Choose: Appointment, Distract, Plead
23) Use the panel near the storage room to lock the receptionist in
24) Use Console on Receptionist Desk to open the hallway door
25) Enter the hallway until a cutscene
26) Climb on top of the box to the left of the elevator
27) Climb on top of the elevator
28) Open the cover on top of the elevator
29) Use the pressure release handle
30) Get down from the elevator
31) Get down from the box
32) Open the elevator doors
33) Follow the woman to the elevator pod
34) Wait for her to do the manual over ride
35) Use the elevator call button
36) Enter the Elevator Pod
37) Helena will give you a PACKAGE
38) Use the call station to hail a taxi
SETTING: CASABLANCA
39) Head to Reza's apartment, use the alley to the left of the Sushi-ya
40) Enter the building with the red doors
41) Head upstairs, Reza lives in Apartment #8
42) Enter Reza's apartment
CHAPTER 2 - LOST (CH02)
---------------------------
SETTING: CASABLANCA
01) Get the message from Wonkers
02) Head to Olivia's store, Alien the Cat
03) Speak to Olivia, she will give you new software
04) Head to Reza's apartment
05) Use the MOBILE on the clamp installed on Reza's apartment door
06) Unlock the clamp by matching symbols
07) Enter the apartment
08) After the cutscene, sneak into the bathroom by staying against
the right wall, be sure to avoid any glass
09) Open the shower door
10) Use the panel installed on the shower
11) Close the shower door
12) Use Lucia (the red gorilla) to obtain the WATILLA PARTS
13) Head back and enter Olivia's shop
14) GIVE Olivia the WATILLA PARTS
15) Olivia will give you the WATILLA POWER SOURCE
16) Go back home
17) USE Wonkers to get the WATILLA BRAIN
18) Head back to Reza's apartment
19) USE WATILLA BRAIN on Lucia
20) USE WATILLA POWER SOURCE on Lucia
21) Speak to Lucia
22) Follow Lucia and take the NOTEPAD
23) Pick up the NOTEPAD again
24) Head back and enter Olivia's store
25) GIVE Olivia the NOTEPAD
26) TAKE the backpack from the closet
SETTING: NORTHLANDS
(As April)
27) Take out the Soldiers
CHAPTER 3 - 201 (CH03)
---------------------------
SETTING: NEWPORT, VENICE
(as Zoë)
01) Follow the right path, until you come to a white building
02) Use the Buzzer on the door
03) Speak to Charlie, learn about the Border House
04) This time, follow the left wall until you get to the Crossroads
05) At the Crossroads, you will see the "Chinatownman"'s store
06) Take the bridge to the right of his storefront
07) Once the area loads, hug the right path until you come across a bench
08) The bench is in front of the Victory Hotel
09) Face the door and take a left
10) Climb down onto the scaffolding until you reach the water
11) Follow this very linear path until you see a ladder
12) Climb the ladder
13) Observe the digital padlock
14) Use the MOBILE
15) Backtrack to the crossroads (up the scaffolding, and hug the left path)
16) Speak to the "Chinatownman," and inquire about the "LOCKPICK"
17) After the conversation, use the mobile
18) Speak to "Chinatownman" again to get the LOCKPICK
19) Go back to the gate with the digital lock
20) USE the LOCKPICK on the digital lock
21) The puzzle is different everytime, but the goal is to make 8 pairs, 4 on
top, 5 on bottom by rotating pieces. You have infinite time, so no rush!
22) Enter the yard
23) Sneak to the toolshed, but only while a train is making noise.
If the dog wakes up, just climb down the ladder, the dog will be back
asleep
24) Open the toolshed door when a train is making noise
25) Enter the toolshed
26) Take the AXE hanging on the wall
27) Run across the yard and climb down the ladder
28) In this canal, find a dumpster
29) Release the metal bar on the wheel of the dumpster
30) Push the dumpster as far as you can (push it four times)
31) Climb on top of the dumpster
32) Use the AXE on the boarded up window
SETTING: INSIDE THE VICTORY HOTEL
33) Enter the hotel basement through the window
34) Pick up the AXE HANDLE
35) Pick up a RAG
36) Combine the AXE HANDLE and the RAG to make a TORCH
37) Smell the red can
38) Use the TORCH on the red can
39) Hit the red button on the water heater
40) Use the TORCH on the red button/water heater lighter
41) You now have the BURNING TORCH
42) Go into the dark nook and open the door
43) Follow the linear pathway until you trigger a cutscene
44) Enter the door in front of you, to the right
45) Pick up REZA'S LIGHTER
46) Use the security system and exit
47) Use the MOBLILE on the security system
48) Exit the security room, and up the stairs
49) Observe the rehydrator/reheater (the pizza)
50) Reprogram the clock on the "microwave."
51) Quickly hide at the door where you entered this kitchen
52) While the man, Vinnie, is eating the pizza, sneak behind him, pass the
screen, and up the stairs
53) Cutscene: Woman on a device
54) Cutscene: Room 201, you can't enter it right now
55) Go into the bathroom and try to open the window, you will get
the WINDOW HANDLE
56) Go into the room without a door, behind the staircase
57) You should trigger a scene: Vinnie is going to check on the "guests"
58) Use the WINDDOW HANDLE on the window
59) Now open the window
60) Climb through the window onto the fire escape
61) Climb up the ladder
62) Exit the room, you will trigger a cutscene of a guest exiting the bathroom
63) Enter the bathroom and take FILTHY TOWEL
64) Exit the bathroom
65) Run to the end of the hallway until you see a window
66) Open the window
67) Stand in front of room 305
68) Position the camera and you should see the same guest exiting his room
69) Quickly run into his room and take the DIRTY SHEET
70) Run back to the window
71) Combine FITHY TOWEL and DIRTY SHEET to create the MAKESHIFT ROPE
72) USE the MAKESHIFT ROPE on the radiator in front of the window
73) Climb out the window
74) Go along the path and open the window
75) Enter through the window
76) Open the closet
77) Pick up the VIDEOGRAPH
78) Doesn't matter what you say to Marcus
79) Follow Marcus to the front door
LOCATION: NEWPORT, VENICE (outdoors)
80) Make your way back to The Fringe
81) Use the buzzer to enter The Fringe
81) Give VIDEOGRAPH to Charlie
82) Go upstairs
83) Enter the last (and only open) private booth
84) Use the MOBILE
CHAPTER 4 - WINTER(CH04)
---------------------------
LOCATION: WINTER
01) Head towards the black house
LOCATION: SUBTERRANEAN CITY
02) There are pebbles here, but the easiest way around the guards is just to
defeat them. The guards block a lot, just run up to them and keep
using your fierce attacks
03) Go forward and climb on top of stone block.
04) Climb down the stairs
05) You will see a something like a torch from the ground
06) Pick up the GLOWING EGG
07) Move onward and climb down the staircase
08) When you reach the large waterwheel, climb up narrow staircase
09) Just on the right, you will see a contraption
10) The contraption is in two parts, the wheel and the top
11) Use the GLOWING EGG on the top part
12) Now turn the wheel part of the contraption
13) Take back the GLOWING EGG
14) Climb down the narrow staircase
15) From there, Use the waterwheel to get to the upper platform
16) Jump across the gap
17) Climb up the very long ladder
18) Walk upstream until the very end of the cave
19) You will see three glowing runes, they play a musical note when touched
20) The correct pattern is: LEFT, MIDDLE, LEFT, RIGHT
21) Enter the tunnel
LOCATION: MARCURIA
22) Observe the door on the opposite side of where the tunnel was
23) Kick the door twice to open it
24) Speak with Benrime
25) Exit the Journeyman Inn, and speak to Blindman Bob, who's right at the
bottom of the stairs
26) Ask for "Help" and then say "Yes"
27) Go back into the Inn
28) Talk to Benrime and ask about the "Wine"
29) Exit the Inn, go down the stairs, past Blindman Bob and keep going straight
30) In the courtyard in front of the tower, go straight and take the first
right
31) Go straight and talk to the man at the first stall on the left
32) Pick "spices," "delayed?" then finally "Accept"
33) Backtrack to the Journeyman Inn, but stay on the road and continue past it
34) Continue until you get to the end of the road
35) Speak to the bearded man and get the SPICES
36) Go back into the Inn
37) Use the SPICES into the cauldron
38) Pick up the EMPTY BOTTLE on the counter opposite of the cauldron
39) Use the EMPTY BOTTLE on the cauldron
40) Exit the Inn and talk to Blindman Bob
41) Go back to the market, where the Spice Stall is
42) Enter the path behind the Spice Stall/Soup Woman
43) Follow the road until you see Crazy Clara
44) Speak to Clara
45) Head back to the South Gate Market (where the spice stall is)
46) Next to the well (where the animal is walking in circles), there is an
alleyway that a guard won't let you in.
47) Walk right behind the circling animal and then just walk right into the
alleyway
48) Open up the cage to let the pet free
49) Go back to Crazy Clara and speak to her
50) Return to the South Gate Market
51) Speak to the Soup Lady
52) Pick "Magda?"
53) Once you can, pick "Help" "April" "Goodbye"
54) Follow Worm
SETTING: SADIR
(as Kian)
55) Spar with 3 other soldiers, this should be a pushover fight
56) Speak with Garmon, the man with red hair and white clothes
57) Follow Child Ena
58) Open the door
59) Go back to the Sparring Circle
CHAPTER 5 - ALCHERA (CH05)
---------------------------
SETTING: NEWPORT, VENICE
(as Zoë)
01) Exit the Fringe
02) Have Zoë just walk straight
SETTING: MARCURIA
(as April)
03) Exit the room, Brynn will talk to you
04) Exit the Inn, head towards the tower
05) Keep walking straight, you will see scaffolding work you way
towards the right side of it
06) Sneak behind the scaffolding
07) Sneak behind the guard, get close enough and you should be able
to have an action to take care of him
08) Climb up the scaffolding and you'll be on a balcony
09) There is a door that is slightly ajar, stand in front of the crack
10) Enter Focus Field Mode, target the two people inside
11) Listen into their conversation
12) Head back and enter the Journeyman Inn
13) Go to the Inn's cellar, and open the door
SETTING: WATI CITY
(as Zoë)
14) On the left side, there is a vending machine
15) Use the MOBILE on the vending machine to get the GUM
16) Use the GUM to get a STICKER
17) Get up the stairs and should see a cutscene of a man
18) Speak to the man
19) Go to the trash, and pick up a TICKET PIECE
20) Pick up the TICKET PIECE again to create a TORN TICKET
21) Now, combine the TORN TICKET with the STICKER to have the MUSEUM TICKET
22) Go to the cable car and you should see the Ticket Reader
23) Use the MUSEUM TICKET on the Ticket Reader
24) Enter the Cable Car
25) Open the doors and enter the museum
SETTING: WATICORP MUSEUM
26) Go to the back of the room, and touch the red panel to trigger an alarm
27) Observe and Touch the exhibit of the First BunnyBot to trigger another
alarm
28) GIVE GUM to the Hiro, the boy
29) Talk to Hiro
30) Use the Mobile on red panel next to the "staff only" door
SETTING: INSIDE WATICORP
31) Walk straight
32) Open an unlocked locker
33) Use the clothes to change
34) Back into the hallway, wait for the cleaning robot to open the grate, and
enter
35) Walk towards the elevator and get on it when available
36) Move forward, and you will learn of the Waticorp guest rules
37) You need to take a right, the path will turn left, then take left. Enter
the room at the end
38) There is only one person working today, speak to Damien
39) Walk down the stairs until you reach the lowest floor, sub-level 58
40) Once the light turns green, open the door
41) After the cutscene, just stand still and let the spider cross
42) Go counter-clockwise to better avoid the spider's detection
43) Find a panel on the right wall, it is near the door with the datacube
scanner
44) Open the panel to access the circuits
45) Use the mobile on the panel
46) Enter the door with the blue signs with the atom symbol
47) Take the CAPSULE
48) Combine CAPSULE with WORM to have the ENCAPSULATED WORM
49) Make your way to the Medlab, it has green stickers on the door
50) On the right, there is a large tube, walk inside to get scanned
51) On the other side of the console is a small biometric scanner
52) USE the ENCAPSULATED WORM on the small biometric scanner
53) Open the doors to the Security Room, it has orange shield markings on the
doors
54) Go to the Cybernetics office, it has red stickers on its doors
55) Use the MOBILE on the spider on the left side of the office
56) Have your spider fight the other spider
57) On the destroyed spider, upload its data
58) Enter the Security room
59) There is a panel on the right side of the room, stand on it and
deactivate the grid
60) Go into the Security room, search the jacket, obtain the DATAKEY
61) There is only one door unopened, the core room
62) Use the DATAKEY to open this door
63) Use the control panel on the right to open the decontamination chamber
64) Enter the decontamination chamber
65) Walk forward until a cutscene is triggered
66) The easiest way past this is to walk back towards the decontamination
chamber and position the camera so you can still see the core
67) Wait until she is in front of you, left side of the screen, but has her
back towards you. Once you have that, sneak to the right and work your
way down the stairs and keep going straight.
68) You will see "something in that wall"
69) Use the ENCAPSULATED WORM with the device in the wall
SETTING: SUBTERRANEAN CITY
(as April)
70) Climb down the narrow staircase
71) Keep following the path, you will see a cutscene of one of the creatures
opening the door
72) Run in after it before the door closes (you will have several chances)
73) Observe the altar... you can't miss it
74) Walk behind the altar and hide there
75) Use the Focus Field and observe the door when a creature is opening it
76) Approach the door and open it
77) Climb down the stairs, you will see a statue with a rotating disk
78) Rotate the disk so that the triangular #8 is on top
79) Continue down and trigger a cutscene. It shows a guard, if you are ever
discovered, you might as well just load the game. The guard summons a
big beast that is invincible and the only way to get rid of it is by
hiding really well (easiest way is to just go back to the entrance
and lay low for a while). Save often here!
80) Once you get to the room and pillar with runes, take a left and there is
another statue
81) Rotate that disk so that the rune that resembles an envelope is on top
82) Now turn around and go straight until you see another statue
83) Rotate the disk so that the top rune is one that looks like
crosshairs/sun/two circles
84) Take a left and at the end there is a loose wall
85) Hit the loose wall three times
86) Go straight through the intersection, follow the path and take the first
right.
87) Here is the last statue, rotate the disk so that the one resembling the
letter "V" is on top
88) Now, turn around and hug the right wall, this will lead you to the
sarcophagus
89) Open the sarcophagus, then observe its contents, and Take the GLOWING EGG
90) Turn around and take a left at the "scary statue," continue straight and
take a left at the intersection
91) Place the GLOWING EGG on the gate
92) Run through this long linear path, go through the door that will
automatically open at the end
93) Exit the room and you watch the cutscene
94) Here's the trick to get past the first guard. Stand on the left
staircase and wait until it starts running after you. Run up the stairs
and down the stairs on the other side, keep running straight and climb
up the stairs until it crumbles. If you ever engage the monster in
battle, just reload the game, you can't outrun it at this point.
95) Continue up the staircases, jump down the two ledges, sneak to the back
and exit
SETTING: INSIDE WATICORP
(as Zoë)
96) RUN! Up the stairs, through the decontamination unit, and to the
elevators: Use the ventilation ducts to hide from the soldiers if
needed
97) Walk to the back and have a conversation with the green guy
98) Run straight, where the camera guides you, enter the small building then
open the doors to the outside
99) Run to the right, climb on top of the silver box, then jump and grab onto
the hovering robot
CHAPTER 6 - MORPHEUS (CH06)
---------------------------
SETTING: MARCURIA
(as April)
01) After talking to Na'ane, go downstairs and talk to Benrime
02) Ask Brian about "Travels"
03) Exit the Inn, and go to the Ghetto, it was previously blocked with
traffic (where you got the spices)
04) Enter the Ghetto and take the right path, this leads to the harbor
05) Go onto the docks and speak to the Shadowguide, pick "Pay"
06) Go back to the Ghetto, talk to merchant in red robes
07) Keep talking to him, until he gives you his autobiography, 'MY WIZARDIN'
DAYS ARE OVER'
08) Return to the harbor
09) Speak to the Shadowguide
10) GIVE 'MY WIZARDIN' DAYS ARE OVER' to the Shadowguide
(as Kian)
11) Walk straight, up the stairs and enter the tower
CHAPTER 7 - DESTINY (CH07)
---------------------------
SETTING: DARK PEOPLE'S CITY
(as April)
01) Follow the Dark Person until he stops
02) Speak to the Dark Person
03) An old friend will meet you...
SETTING: GUARDIAN'S REALM
04) Walk across the make-shift bridge
05) Climb up the spiral staircase
06) After the cutscene, head back to the Shift
LOCATION: WINTER
(as Zoë)
07) Head towards the black house
CHAPTER 8 - CONVERGENCE (CH08)
------------------------------
SETTING: MARCUIA
(as Kian)
01) Defeat the two rebels
02) Ask the Magical about the Scorpion
03) Exit the harbor to the Ghetto
04) Exit the ghetto in either direction
05) Exit Friar's keep
06) Walk straight down the path
(as April)
07) Walk up to Friar's Keep
08) Follow the right wall, there is a path to a small field
(as Zoë)
09) Knock on the cell door
10) Look at the door
11) Talk to Crow
(as April)
12) Make your way to the Ghetto
13) Talk to Roper Klacks, inquire about potions
14) Head back to Friar's Keep
15) Give SMOKE BOMB to Crow
16) Give ACID to Crow
(as Zoë)
17) Use ACID on the door
18) Exit your cell, you'll see a cutscene that the guard is distracted
19) Sneak throwing distance to the Guard
20) In Focus Field mode, use the SMOKE BOMB on the Guard
21) Take the PRISON KEY from the Guard
22) Use PRISON KEY on the door (right behind the Guard)
23) Walk down the stairs until you trigger a cutscene
24) Walk back up the stairs and talk to Crow
(as April)
25) Head to the Journeyman Inn
26) Speak to Benrime, she will give you a SANDWICH
27) Go back to Friar's Keep
28) On the right side of the door, there is a speaking tube, use it
29) The guard will open the door for you
30) Climb up the stairs, you will see the spiral stairs right on front of
you. On the other side is a gate, go open it
31) Walk straight into the small alcove where the boiler is
32) On the right side of the boiler is a dumb waiter
33) Pull the lever to open the dumb waiter
34) Place the SANDWICH into the dumb waiter
35) Use the lever again to send the sandwich up
(as Zoë)
36) From the cell, go through the gate and make your way down the stairs
37) Now you'll the guard go through severe food coma
38) Use the PRISON KEY on the gate
39) Sneak past the guard and continue down the stairs
40) Use the PRISON KEY on the gate
41) Go down another set of stairs
42) Reunite with April
(as April)
43) Right next to the main entrance, there is a door leading to the kitchen,
enter it
44) From the kitchen, go through another door to the storage
45) Push the large crate to the wall
(as Zoë)
46) On top of one of the boxes in the room, there is a ROPE, take it.
47) Climb the large crate
48) Use ROPE on the metal hook
49) Use ROPE to climb out
50) Follow April out
51) After talking to Crow, head towards the Journeyman Inn
(as Kian)
52) Defeat two rebels
53) Go upstairs and meet with Na'ane
(as Zoë)
54) While talking to Crow, choose: "Suggestions?" "Westhouse" then "Go"
55) Make your way to the South Gate Market
56) Walk around and Brian will call out for you
57) Approach Brian to start a conversation
58) After the conversation with Brian, open the door behind you
CHAPTER 9 - ALL THAT WE SEE OR SEEM... (CH09)
---------------------------------------------
SETTING: DARK PEOPLE'S CITY
59) Follow the Dark Person to the Library
60) Walk towards the desk to talk to the White Dragon
CHAPTER 10 - CROSSROADS (CH09)
------------------------------
SETTING: SWAMPLANDS
(as Zoë)
01) Walk the very long but very linear path.
(as April)
02) Walk straight and climb up the ladder
03) Keep going forward and cross the bridge
04) Behind the first house, go down the staircase
05) Walk into the open area start a conversation with Kara
06) Walk up the incline behind Kara, only to go down an incline to the left
07) Now take a right to talk to Na'ane
08) Walk past Na'ane and just keep going as far as you can until you trigger
a cutscene
(as Kian)
09) Hug the right railing and go forward
10) Descend the staircase
11) Walk into the open area
12) Continue and walk up the incline and then go down an incline to the left
13) Now take a right to talk to Na'ane
14) Walk past where Na'ane was and just keep going as far as you can until
you trigger a cutscene
CHAPTER 11 - FAITH (CH10)
---------------------------
SETTING: WATICITY
(as Zoë)
01) Use the console
02) Go into the bathroom
03) Exit the apartment
SETTING: RUSSIA
04) Go right and turn left through the opening in the fence
05) You will see a silver shiny vehicle on the left side of the road
06) On the passenger front side, near the side-view mirror, there is an
access panel
07) Use the LOCKPICK on the access panel
08) After opening the access panel, use your mobile on it
09) Climb on top of the tires and boxes behind the vehicle
10) Climb on top of the vehicle
11) Stand near the front of the vehicle
12) You should be able to jump onto a fire-escape connected to the building
13) Climb up the ladder
14) Once up, you should get a cutscene showing a security robot
15) Follow the security robot, at the corner where it turns left, there is a
ladder there
16) Take the ladder to the roof
17) On this walkway is an old sign, knock down the letter "K"
18) Work your way to the broken skylight, while still being careful of the
robot
19) Now on a catwalk, have Zoë walk right until going down a set a stairs
20) Now climb the ladder down
21) At the production, floor, go around the assembly line.
22) There are two green lights on this side, under one of them is the power
switch
23) Open the power switch panel, and then press it
24) Go back to the other side of the assembly line, and enter the control
room, its the room that's mostly glass
25) Use the right control panel first
26) Have the winch go as high up as possible, then as far left as possible
27) Now, use the left control panel
28) Exit the control room, and go back to the other side of the assembly line
29) Go past the power switch and toward the other green light
30) On the ground is a ventilation shaft, USE the hook to clamp onto the grate
31) Go back to the control panel room and use the left control panel
32) Now that the grate is removed, go back and enter the ventilation shaft
33) Open the desk drawer and take the SMALL KEY inside
34) Use the SMALL key on the left locker
35) Inside is an ACCESS CARD, take it
36) On the right of the "bedroom" there is a card reader
37) Use the ACCESS CARD on the card reader
38) Enter and use the second card reader
39) Observe the Doll house and take the DATACUBE
40) Exit the bedroom
41) Use the card reader on the left side of the door to unlock it
42) Use the DATACUBE on the console of where the yellow chair is
43) Use the ACCESS CARD on the card reader on the glass door in the corner
44) Climb up the stairs and find the solid metal doors
45) Use the ACCESS CARD on the card reader to the left of the metal doors
46) Back in the production room, go to the exact opposite corner of the room
47) Under this green light is another door with a card reader
48) Use the ACCESS CARD on the card reader to the left of the Loading Bay Doors
49) Open the next door
50) Once outside, climb down the stairs on the right
51) On the left of the large gate, there is another card reader
52) USE the ACCESS CARD on the card reader to the large front gates
53) Open the door to the taxi
CHAPTER 12 - REVERSAL (CH12)
---------------------------
SETTING: CASABLANCA
01) Go back home
CHAPTER 13 - THE LONGEST JOURNEY (CH02)
---------------------------------------
SETTING: WINTER
01) Walk towards the black house
02) Take the stairs to go up
==============================CREDITS/THANKS===================================
First and foremost: me, for actually doing it. I've been wanting to do another
FAQ for a while, and since I have been anticipating this game forever a year,
and after the experience for writing the FAQ on Syberia II, I figure this is
the most logical one to do! It's certainly the first time I actually started
a FAQ before it's release!
Ragnar Tørnquist for creating a wonderful game. I loved the first one too!
Kevin Archer: For telling me where Chapter 9 begins.
César Bittar: For telling me the name of Chapter 9.
Maybe you: Find anything wrong with this FAQ? Any additional
advice? I'll add you here if you fid anything!
Just e-mail me at: nez777@yahoo.com
GameFAQs and CJayC for helping me so much with other games when I
got stuck. I hope this FAQ helps people as well.