![]() When you're done in the room (there's nothing important here yet) return to the B1 Hall and move into the western door. The room is unoccupied and contains a few items you might want - some Ink Ribbons, a Green Herb and even some more mixing materials for Molotovs. Exit into the B1 Hall, hit the switch on the wall in the southeast corner, and move into the northern door. The most important thing to have right now is the Leech Capsule, so make sure you grabbed that from the Lab Closet. You can drop the Hook Shot for now, and head out the door into the hall. Once it's toasted, grab the notes on the chair, the Laboratory Map, and the Leech Capsule from the fluorescent container where the humanoid leech just stood. If you're fresh out of Molotovs you've got all the necessary ingredients around you - a Gas Can right next to the hole, and a set of Empty Bottles on the shelf next to the humanoid leech. Walk forward until the camera positions itself directly behind the humanoid leech - it's still untransformed so take aim and toss two Molotovs at its feet, run around the corner, and finish the job with another Molotov if necessary. There is a humanoid leech in here that must be dealt with so prepare Billy with the Molotovs. Have Billy use the Hook Shot in the corner of the room where the hole in the ceiling looms. Equip Billy with the Hook Shot, the Shotgun and Shotgun Shells, and some Molotov Cocktails, and make sure Rebecca is packed with her Handgun and lots of Handgun Bullets. Your item space is going to be sparse, so you'll need some smart management here. If you haven't done so yet, it's a good time to gather a bunch of your items and organize them a bit. There are some papers on one of the tables, and a hole in the ceiling. You can save your game here with an Ink Ribbon, then check out the surroundings. Once in the underground lab, move forward and head through the door on your left. Regroup the characters and enter the elevator to burrow deep into the Laboratory. Flip it, and proceed west to unlock the fence gate (there's a Red Herb on the ground in the backyard, if you want it). Move to the back of the roof and climb down the ladder - there's a switch on the wall next to the base of the ladder which powers the elevator on the western side of the Laboratory. Grab the Hook Shot and grapple your way up to the roof (it doesn't matter which character). By the dramatic entrance of the bat, a gaping hole has been ripped in the roof of the church. Once the giant bat's wings stop flapping, you'll need to find a way inside of the laboratory. The bat should go down with a loss of minimal health. Keep re-aligning your aim using the L-trigger and wait for the giant bat to swoop down before you fire a round. Just stay focused on the giant bat, ignoring the group of smaller bats above your head. Six Napalm Rounds are enough to do the trick. The giant bat flutters above you and swoops down for the attack, but can be stayed by a well-timed grenade round - load your Grenade Launcher with the Napalm Rounds. ![]() The giant bat isn't too rough a foe, but his little minions will cause more annoyance than anything. Get yourself prepared: once you exit the save room you'll be confronted by the giant bat. There are some Napalm Rounds, a box of Shotgun Shells, as well as an Ink Ribbon. Inside the church, move up to the altar and go right into a save room. Keep Rebecca standing there and have Billy open the church doors, Grenade Launcher in hand. Split up the team and have Rebecca go east into the small room and step on the square in the floor that activates a switch. Run down the path until you reach the front of the church - the door is locked, but there's no key you'll need to find. With the Grenade Launcher readied, exit the Observatory to appear outside in an area occupied by an ominous swarm of bats.
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