Oni Walkthrough :
This walkthrough for Oni [PC] has been posted at 07 Oct 2010 by Arhes and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up Arhes and share this with your freinds. And most important we have 5 other walkthroughs for Oni, read them all!
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Walkthrough - FAQ/Walkthrough---------------------------------- ,ad8888ba, 88 d8"' `"8b "" d8' `8b 88 88 8b,dPPYba, 88 88 88 88P' `"8a 88 Y8, ,8P 88 88 88 Y8a. .a8P 88 88 88 `"Y8888Y"' 88 88 88 FAQ/Walkthrough >>================== For PC Version 1.0 By Chris Zawada User: antseezee E-mail: antseezee@epix.net Website: www.antseezee.com Created: 12/9/05 Last Update: 12/16/05 Copyright 2005 Chris Zawada ---------------------------------- Author's Note ---------------------------- Third person action games are far and few between. For the most parts, developers will usually create hit games combining shooting, hand-to-hand combat, and character navigating skills all into a third-person engine to create an outer gaming sense. Oni was one of the more original and innovative third-person action/adventure games to hit the consoles and PC in style. Originally developed by the ever popular Bungie (for their work with the Halo series), Oni molds typical "anime" items such as cartoonish graphics, flashy action scenes, and a feminine hero mixed into a futuristic world. Using elite skills, marksmanship shots, and a plethora of wrapped attacks, you will bring your opponents to your knee in mercy. While the game was released slightly back a few years (2001), Oni still features excellent gameplay items that current gamers can relate to. Will you do a spinning roundhouse kick to snap the neck of your opponent, or brutally get gunned down in an attempt to complete your mission? Contributing/Feedback ---------------------------- If you have any contributions, feedback, or strategies you'd like to have added to the guide, contact me via e-mail or on GameFAQs. I'll be more than content to add your segment of information, and will also provide credit. If you have any questions you'd like added to the Common Questions section, ask. I simply don't have the time to sit around thinking of questions. Provide me with what you want to know! Updates ---------------------------- =12/14/05= v1.0 Finished the FAQ. I must admit this game was longer than I expected, but it sort of tapered off in terms of fun. It was a decently fun game, but felt kind of construed at certain parts. =12/9/05= v1.0 Started the FAQ. Surprised this game has yet to be FAQed, even after so many years. This should be a fun project that might take a week or two. ============================ - Table of Contents - ============================ 1) Introduction 2) Game Basics > Controls 3) Walkthrough > Chapter 00: Combat Training > Chapter 01: Trial Run > Chapter 02: Engines of Evil > Chapter 03: Puzzle Pieces > Chapter 04: Tiger by the Tail > Chapter 05: Hot Pursuit > Chapter 06: Counterattack > Chapter 07: A Friend in Need > Chapter 08: An Innocent Life > Chapter 09: Truth and Consequences > Chapter 10: Cat and Mouse > Chapter 11: Dream Diver > Chapter 12: Sins of the Father > Chapter 13: Phoenix Rising > Chapter 14: Dawn of the Chrysalis 4) Special Moves 5) Weapons & Items 6) Codes 7) Common Questions > Troubleshooting 8) Copyright/Distribution/Reproduction Guidelines 9) Proper Credits ---------------------------------- ============================ - 1) Introduction - ============================ Very few developers manage to create inspiring third-person action games since you need numerous elements to involve gamers into the story. Usually, third- person engines must be refined to the utmost degree in order to maximize gameplay items to an absolute essential. Bungie decided back in 2001 to release an anime-style third-person action shooter/fighter which combined all of these elements, while employing and interesting storyline. Modern graphics, great presentation values, and a quality product were all combined to make the ultimate game. Oni provides the ultimate gameplay experience for those looking for an older classic that's still fun to play from time and time again. While most gamers do not always prefer third-person games (camera angles and controls are usually often clunky), Oni does a decent job of molding them into position. You'll find yourself constantly getting ambushed during levels, and must find a way out of the fight using your elite skills. The game's main character features a special woman capable of performing lightning-fast moves without even flinching. The game focuses extensively on the built-in martial arts system, but also features shooting, and the ability to gather new weapons/abilities. The following excerpt talks about the storyline (credit to rottentomatoes.com): Can you save society from criminals? Play as Konoko, an agent of the Tech Crimes Task Force, as your make your way through level after stunning level in pursuit of the bad guys. Taking a page from anime classics and modern day action movies, Oni presents a rich, involved action/adventure story to keep your playing for days on end. Featuring full-contact action, the game emphasizes both gunplay and hand-to-hand fighting. each level has been planned and executed by architects using the AutoCAD system, resulting in a high degree of realistic detail and thoughtful design. ---------------------------- _____________________ ##### GAME INFO ##### //////////|\\\\\\\\\\ Player(s): 1 Developer: Bungie Released: 2001 Rarity: uncommon Special Features: n/a ESRB: Teen Cover Art on box: - Shows Konoko crouching and looking with a held pistol Requirements: > Windows 98 or better > Pentium III / Celeron 266Mhz or better > 64MB RAM + > CD-ROM drive > 800MB+ free HD space > OpenGL compatible card - Voodoo 2+, TNT2+, Rage Pro+, Intel i890 (Believe it or not, for as well as the graphics are in Oni, the requirements are VERY low and it works on many low-end computers. Video cards are the least essential device, although you need a decent one capable of rendering the 3D objects. If anything, I'd worry about the processor the most.) ---------------------------------- ============================ - 2) Game Basics - ============================ Oni works moderately well with the PC version in terms of controls. Unfortunately, a gamepad makes gameplay MUCH easier since you have to perform complex combat moves, and it can be difficult pressing multiple buttons on one keyboard. The game combines the use of the mouse to rotate the view of the camera. This is useful since it also guides Konoko to attack in an altered direction, while you move with the keyboard. _________ /Controls/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= W - Moves forward W + W - Dashes S - Moves backward A - Strafes left D - Strafes right Mouse - Rotates view Right Mouse Click - Kicks Left Mouse Click - Punches Left Shift - Crouches W + Punch - Performs arm throw W + Kick - Performs kick throw Direction + Shift - Rolls Space - Jumps Tab - Uses hypo ability R - Reloads Q - Picks up, holsters, or unleashes weapon E - Drops weapon Left Ctrl - Activates an object F1 - Accesses diary - The controls for Oni are much simpler than you'd expect. Basically, the mouse rotates your view, while you physically move Konoko using the keyboard. The W,S,A,D configuration works well, as the surrounding keys also act as your interface buttons. Pick up items or interact with the environment using the appropriate letter key. You will find that the crouching and jumping button can be used in conjunction with your attack mouse buttons to enforce combos or special attacks. The diary is a quick way of checking your objectives, what current items you possess, or how much of the storyline has been progressed. Some of the more advanced moves are described in a separate section, please refer to Chapter 4. ---------------------------------- ========================= - 3) Walkthrough - ========================= Many linear action/adventure games employ complex plots while guiding your character through several levels. Oni does exactly that, while employing an objective-to-mission setup. This section will guide you through the full game step-by-step. _____________________________ /Chapter 00 - Combat Training/ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Module: 1-A Difficulty: * Objectives: + Get use to basic controls of Konoko - The first chapter is essentially a training module to orientate you with the game's interface and control system. You'll start off in an isolated room. Get use to the movement controls as the AI issues them to you. Make sure to sprint around the track as ordered, and activate the appropriate control consoles. Move to the next room. You'll have to perform a few more acrobatic moves, including somersaults and evasion maneuvers. Eventually, hand-to-hand combat will be explained along with minor throws. The final room to practice is basic gun combat. Follow your on-screen instructions to get use to the controls, aiming, and what not. Once you're finished with tutorial mode, it's on to some "real" mission. _______________________ /Chapter 01 - Trial Run/ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Module: Syndicate Warehouse Difficulty: ** Objectives: + Find Chung + Keep investigating + Find the loading truck + Engage the truck *Now that you're approved for the battlefield, Griffin (your boss) has ordered you to assault a nearby corrupt warehouse where drug operations are supposedly going on. He wants you to bust the place so he can witness your abilities (while also approving of some downgraded crooks). While the bust is expected to be easy, we never expect crabcakes for breakfast.* - You'll start off with Konoko breaching her way through the nearby balcony window onto an upscale ledge. Your AI will quickly tell you that the characters fight back on this mission. Anyhow, you'll notice a technician guard down below by the console. Engage him by dropping down, or walking down via the door to the left. Use basic punches and/or crouching to eliminate the slow-moving man. Most of his basic combat attacks can easily be avoided, so use rolls to get out of the way. Finish him off, then head to the console where he was. Read the message. *Apparently, this syndicate was smuggling highly destructive rounds for a big bad guy, and he threatened their life if they did not cooperate. The ammunition for the specialty weapon is located in six crates.* - Turn around, and interact with the diamond red/white console. This will unlock the nearby door by the base of the steps with a green passcode. Proceed through this door. Check your diary after the brief tutorial message to discover that you must locate Chung, one of your field agents. Move to the far end of the room, and look along the right. Go through the door and head up the stairs. Once on the second floor, head through this door to the opposite door. Inside, interact with the console to unlock two sets of doors (one on each floor). Head back out, and quickly disable the guard with some flying combat moves. Head back downstairs and head through the first floor unlocked door. In this new room, move ahead until the third door on the right that is wide open. Quickly disable the guard, and pick up the hypo spray item he drops. Interact with the console against the wall. Again, it opens the next room that was previously locked. Exit the room, and go to the far end where the passcode is now green. Move on in. If you move around via your compass, you'll notice your objective is on the second floor. Look along the left side of the room for a tapered crate. Hop onto it, then hop onto the nearby metal stacked crates, to the next stack, and finally jump-spin to the second floor. Once there, run over to the body on the ground. Pick up the datapad. *Apparently, Chung is dead. The poor fellow never had a chance as the Syndicate was catching on to his traitorism. Anyhow, if you read Chung's datapad, it says that he was practically caught. Apparently, BGI and the Syndicate are joined together at the hip. They're both channeling illegal operations through front-cover operations to blend in their acts. The warehouse manager was another man trying to get out of the loop. Chung's datapad says to rescue him before it's too late.* - Watch out for the kevlar guard that appears directly in front of you. Try to fight or push him off the second floor to the left. Move in through the door where he came from. Engage the two technicians to your right. Again, use combos and quick punches if they both gang up on you. Lay down powerful blows to count them down permanently. Move through the right door. Head up the stairs, then proceed straight ahead. Ignore the door to the left. Head down the hallway and then watch for the kevlar guard to pop out of a door from the right. There will be (2) Kevlar Guards to deal with. This one can be fairly tough. Try performing some grapple moves to do maximum damage to immediately eliminate one. Head into this room after dealing with the threat. Pick up the dropped hypo spray, and interact with the console. *Again, we find out that both companies are smuggling more parts through hidden shipping crates. They must be building some "destructive" weapon.* - Head to the far door at the end. Down the stairs, you'll have (2) Kevlar Guards to deal with. Now would be a good time to make use of your pistol to save some health. Fire about 5-7 rounds to down each guard. Pick up each hypo spray, and recover some health since you're probably low at this point. Once in the new room, interact with the far-side console, then go to the unlocked door. Once in the new room, a goofy blue-suited technician will retreat once you hit him a few times. Sprint after him, and knock the bafoon out. He will retreat to an alarm console. Punch him several times from the rear to knock him out. Turn around, and activate the symbol console to unlock some new doors. Go down the stairs, cut the right corner, and head through the unlocked door. Engage the welder to quickly down him. Go through the next door, and use your pistol to down the kevlar fool. Talk to the innocent civilian (don't shoot him at all). He says the manager is upstairs. Cut a quick right, head upstairs, then turn around the corner. Use your pistol to kill the guard beating up the warehouse manager. Talk to the manager, and he says the entire complex has been overtaken. The evil Syndicate is loading up the supplies into an armored truck. Let him open the doors, then run on through. - You'll have several generic workers to deal with. Move down the door on the left, through the stairs, fight a few men, then down the door on the right. Repeat until you reach the base loading dock. Follow your compass waypoint towards the loading door. Once inside, watch out for immediate machine gun fire. Move to the right of the green truck in the distance, and pistol down the guard. Take his SML3 Plasma Rifle once he's dead. Now, move along the right side of this room. You should see a red-lit door in the lower right corner. Move in, then up the stairs. Kill the machine gun guard. On the second floor, run across to the next red door, then up the stairs. Kill the third floor guard, then interact with the symbol console against the wall. *The crane will get operated and moved to Konoko's position. She hops in, and manages to flip the armored truck just before it leaves. The assault team comes in to cover her position. Konoko tells Griffin that a nearby plant is in cahoots with the bad guys. She wants to assault it. Griffin finally approves the operation, and off we go.* _____________________________ /Chapter 02 - Engines of Evil/ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Module: Manufacturing Plant Difficulty: *** Objectives: + Search the Musashi Manufacturing Plant + Get out of the Plant + Destroy the Brain *The TCTF and Konoko tell the receptionist that they're taking over the plant due to the possibility of illegal operations. The receptionist trips an alarm, in which point we're forwarded to two bad guys. Muro and Barbasa are talking to each other. Barbasa is suppose to hold off the TCTF while Mura makes an escape with the goodies. Suddenly, the receptionist let's two assault guards in to attack Konoko and her agents. It's ambush time!* - Three guards will ambush your (2) TCTF partners. Take out the two kevlar guards to your right using a ranged weapon. Focus on taking out the remaining one. Now, move straight ahead, and enter the right door. Move into the left room and engage the technicians. If you have any allies left, they should assist you in taking down the perps. Walk over to the control panel with the bar graph on it. Interact with it to unlock a door near the main entrance. You'll also find a neutral console panel in this room. It mentions something about a bionic organ mixed with a battle drone to create a powerful creature. Head back to the main room, then move on in. Take out the lone technician for an easy hypo spray. Now, go back to the room with the bar graph console and head into the recently unlocked green door. Watch for the machine gun firing guard. Try to gun him down. *Konoko tells Griffin that the entire operation is a distraction. She wants him to scan for any operations the Syndicate may be performing while the TCTF infiltrate this compound.* - Go down the new hall. Proceed through the room, cut through the hallway, and take out the yellow Kevlar Guard. Turn around as there is a computer console wedged in between the center piece. Interact with it to unlock a second floor door. Pick up the hypo spray then continue through the door. You'll eventually reach a room where some blue-suited scientists are getting beaten up by a thug. Rush in there quickly; engage the lone Static Thug. Be careful for his static attack, as it does a rush of damage. Roll out of the way when he says the phrase "Static this!" - With this man down, talk to the female scientist for an ammo clip. Interact with the console in the corner of the room. It should open a nearby door. Head on through, and you'll now be back at the main receptionist area. If you look to the right, there's a set of stairs that leads to the second floor. Before heading on up, enter the recently unlocked door to the right of the desk, and disable the techy for a hypo spray. Now, head up. Watch for plasma rifle wielding guards on this top walkway. Kill the guard, and switch for his plasma rifle. Once through the next door, the area will turn into a pseudo-lab environment. White tiles should surround your position. Proceed ahead until you reach a large blue room. Go left, and you'll have roughly 5 techies/guards to deal with. Make use of your plasma rifle until you have to engage the Kevlar guards. Make sure to reload on your hypo sprays to keep your health consistently high. Head to the end of the room, then move to the left of the generator, and enter the small doorway. *Griffin informs you that Syndicate forces are attacking a nearby research facility. He has already sent a team to assist the research facility, but they're going to need your help. You are ordered to get out of there.* - When you reach the next doorway, crouch, and crawl to the other doorway. Don't engage the human guards below. Once at the next area, you'll see a bunch of lasers strafing vertically through the upper railing. You have to avoid these, otherwise an automatic trip gun gets triggered. Use the slide move by double tapping forward then pressing shift. If it gets triggered, try to run forward as quickly as possible to avoid the constant plasma blasts. In the next room, two Kevlar Guards will be patrolling the bottom area. Crawl forward until you're forced to engage the man who walks up the stairs. Disable both men using the Scram Gun (if you still have it). Head below, and look underneath the steps for a control panel that will turn off the red laser grid. Move to the far end and interact with the console. You'll learn some information about the master brain and how it interacts with robotics. Just what we need, futuristic literature. - Backtrack to the laser grid hallway, and you'll notice a green door is now lit up to your left. Head on in. You'll have to either slide or roll under the varying lasers. Once this is done, use the computer to unlock a door. Your AI informs you that a mechanical brain remains in this compound. If you destroy it, the TCTF can take over the compound. Now you have to backtrack to the room where two techies were below, but you did not engage them. Once there, take them both out and head through the opened door. Talk to the scientist to receive a hypo. Use the blue computer in the corner of the room to unlock a door. Now, go back to the laser-filled hallway. Enter the door to your right before the lasers. You're going to have a Kevlar and Static guard to deal with. Make use of the remaining ammo in the Scram Gun to give them a treat. Interact with the console where the downed scientist is. *Apparently, something went wrong with their beautiful brain. It's purely evil, and the scientist was killed for the malfunction. Oy.* - Anyhow, move around the corner and use the computer to open a door. Head past the lasers to that last dead end room, except, you'll find the newly opened door on your top railing. Move on in. Sprint up to the guard shooting the scientist, and disarm him. Shoot him with his own weapon. Talk to the scientist. You'll receive (2) Hypos, and be told to disable the Brain. Move down the right stairs until you reach the bottom room. The Brain has activated itself! Read the console to learn that the scientist tried to override it via the console panel. Open the nearby sliding door, and wait for the CLOCKWISE rotating beam to pass. Run lagging behind it until you reach the first computer panel. Interact with it to disable one braker. Again, repeat this strategy. Wait for the clockwise laser to pass and follow it to the next panel. The counter-clockwise rotating laser rotates above Konoko's head, so you don't have to worry about such treacherous alterations. Once all four brakers are disabled, you learn that the Brain tries to access the public data networks another way. Basically, you have to disable all four brakers AGAIN, except with a different laser pattern rotating. Again, do the same item from before. Follow the nearest double beam making sure not to tripwire any others. Disable all four consoles again. The Brain will do one more laser sequence. This time, all four lasers will be lined up and moving very fast. You will have to disable all four brakers, however, follow the most recent laser stack by sprinting. If you don't sprint, the previous rotating column will catch up to you. Sprint to each panel, disable them, and the Brain will be disabled. *Konoko escapes, however, we learn that an ensuing saga develops between Griffin and Konoko's doctor. Both of them treat her like an experiment, and fight over ownership. She would whip their arse if she heard them backtalking her like that.* ___________________________ /Chapter 03 - Puzzle Pieces/ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Module: Bio-Research Lab Difficulty: **** Objectives: + Fight Barbasa + Access the roof + Get to the top of the Security Control Tower + Clear out the Upper Floors + Stop Muro from taking the stolen technology *Konoko rushes to the scene of the Bio-Research Lab. Using her speedy bike, she hits a ramp and launches herself into the main courtyard. However, we're greeted by Barbasa launching large plasmic rays and numerous elements of the compound. It's boss battle time - already!* - Right after you vault into the main entrance of the facility, Barbasa will immediately engage you. Barbasa is a fairly easy opponent, but the boss battle itself takes a few minutes. Start off by retreating behind the pillar behind your position. Lure Barbasa down here, and hide behind the pillar whenever he charges up his wave cannon. Avoid the beams as they do minor damage. Fire back a few pistol rounds till you are empty. Run towards the 5 glass panels near the building entrance. Cut a right to the small inlet, and pick up the ammo cartridge. Reload, and re-engage Barbasa yet again. Once you're fully out of pistol ammo, charge at him and jump kick him. This should knock his weapon out of hand. I'm 50% sure you can use the weapon during the match (when I tried to pick it up, it would not let me - however, you can pick this weapon up after the battle is complete). Barbasa will keep going for his wave cannon as a priority. Use mainly jumping attacks, with some close grapple throws to do damage. Retreat back to the main gate entrance, and cut a left. Go up the walkway path, and take the Plasma Rifle off of the dead guard. Wield this against Barbasa to do significant damage. A good strategy is to fire your rounds, then jump kick him right before his charged shot can fire. After several hits, Barbasa will retreat. - You now have to find a way inside via the tower entrance of the building. Pick up the Wave Motion Cannon off of the ground that Barbasa dropped. Watch for one Kevlar guard to rush you from the main panel entrance. Try to shoot him. Since you cannot carry this weapon without moving slowly, drop it by pressing E, and move to the left. Enter the ground floor unlocked door. Around the corner will be (2) Kevlar Guards. Do your best to disable the one nearest to you, then seek shelter behind a wall pillar. Wait for the submachine gun guard to charge at you. Jump kick him, take his weapon, and knock him out. Pick up the ammo off of his body. Turn around, and enter the small single-door room. Use the console to unlock all six doors in this lab area, and one green sequence on the main door. Get out of the room, and enter any door on the right. In this main room, take out the submachine gun wielding guard with your own weapon. Talk to the female scientist for a hypo spray. Read the console at the end of the room. *Apparently, the Syndicate has been attempting to create cyborgs to use in their corrupt effort. This is not a good sign.* - Back in the main room, take out the Static thug, then head into the left doors. Again, one armed guard is what you'll have to take out. Talk to the male scientist for (2) Hypo Sprays. Exit the room and move up the stairs. Three Kevlar guards will be awaiting up top. Peek your head out, and lure the armed guard to walk towards the steps. Wait till he turns around, then engage him. One of the Static guards should assist them. Wield the weapon against them, and use basic martials arts to take them out. Enter the first door on the left. Engage the lone Kevlar guard before he harms the scientists. Talk to both nearby scientists for a force field upgrade & ammo clip. Enter the opposite doors and repeat the same strategy. Talk to one scientist for a hypo spray. Check the console panel. Some brief details about the cyborg's initial phase are described. More techno googoo. Exit and move to the single doorway before the set of stairs. Use the console once. Move up the stairs, and engage the Static & Kevlar guard. Again, enter the single door, and use the last console. All six doors should be unlocked along with the final door fully "sequenced." - Enter the first door to your left. Take out the lone guard, and check the bodies for any useful items. Repeat the same strategy for the right room, except try to gun down the guard with any remaining ammo. Check for more items, backtrack, and go up the final set of stairs to the ultra door. Move on in to the roof of the building. Engage the blue Kevlar guard and proceed forth. Two yellow Kevlar guards will be at the adjacent roof. Try to knock them off the sides to save some health. Enter the large door near the corner of the segment. Move up the stairs taking out the lone guard, then the other one in the room with the downed officer. Move through the next door. You should be in the control console room now. Suddenly, a kevlar guard with C4 strapped will attack you. This man is fairly tough since he blocks a lot. Make use of your own blocking by simply not pressing anything, then counter with a jump kick. Use the flip stomp when he is downed. Knock him out. *The TCTF officers are calling in for support. Suddenly, the man you thought you knocked out rises and triggers his detonation sequence. He's going to take the tower out with you! Konoko simply tosses him through the window on top of the bad guys below. They get slaughtered, and the TCTF officers move in. Konoko heads down an elevator.* - Once in the lobby, follow your compass to the corner of the room. Interact with the console against the wall to unlock part 1 of the ultra door. Suddenly, a few guards will rush out of a back room. Engage them with your TCTF pals, and take them out. Watch for the C4 thug. Backtrack to the main room, but head up the stairs. Three to four Kevlar guards will be armed and waiting. Assault them, then cut the corner, and enter the lone room. Take out any remaining fellows, and interact with this console. Part two of the door will be disabled. Cut back to the stairwell, and look to the rear of this area for access to the third floor. Head up. The last console is located at one of the two ends near the exterior of these rooms. Interact with it to unlock the door. You'll have about 5 thugs to deal with in total. Make use of your weapons and martial arts to down them. With the door unlocked, move to it, and head in. Read the console. Just another safety warning - boohoo. - Once in the next room, you'll notice green hazardous liquid at the base of the floor. Don't fall in here, otherwise it is instantaneous death. Rather, move down each stairway along the walls to reach the very bottom. You'll come across 4 guards total, and it would be best to take them down without getting harmed (you're most likely low on hypo sprays). On the very bottom floor, look underneath the stairs for a console. Interact with it to unlock the garage door. If you're having trouble living through this room, supercharge Konoko so she gets a small force field around her. Use a hypo past full health. Once the console is activated, go up one floor, and head across directly above the opened door. Drop down. This saves you the frustration of trying to jump across the three set blocks next to the bubbling ooze. In the next room, you'll have two basic guards to take down. Use the Plasma Rifle to blast them away. Head through the single door. *Muro and his men escape with the stolen technology in a truck. Konoko isn't about to give up just yet.* _______________________________ /Chapter 04 - Tiger by the Tail/ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Module: Airport Assault Difficulty: ** Objectives: + Find a path through the Airport + Unlock the access doors *Your AI informs you that the local airport has reported several casualties. The Syndicate must be conducting an attack to cover their tracks. Konoko races to the airport to find Muro catching a plane. He orders his men to kill her.* - Start off by charging towards the entrance. Melee down the first Kevlar guard, then take out the assaulting thug on the interior. Talk to the female civilian for a hypo spray. Go right. Engage the Static man with your pistol. Move forth and you'll have a few more armed thugs ahead. Use your own weapon to take them down, and talk to the nearby civilians for some easy refills. Move through the fire-stricken door. You'll find a console with a plane symbol on it against the left wall. Use it, then head through the door. Two men will rush out of a door around the center pillar. Engage them both, and take the weapon away from one of them. Fight back using a plethora of moves. Move past the next door, and the one C4 guard will eventually retreat to a back room. One of the accessways will also get destroyed. - Move down the pathway. Engage the men below, but avoid attacking the engineers as they work at the airport. Move outside via the left ramps and you'll have roughly 8 guards to deal with in total. If you explore around, try taking the weapons off of them, and grabbing hypo sprays off of the dead bodies. Simply move right, and you'll have two more slanted ramps to move down into. In this next room, it should look similar to the previous one, except a walkway is smoking from damage. Engage the armed guard via the stairwell, and talk to the nearby engineer for a hypo. Move up the walkway. Engage the lone Kevlar guard, then move into the room, and blast away at the armed guard near the doorway. Grab his Scram Gun, and use the console. You'll read up on some precautions about this area of the airport. Move on in anyway. *Muro claims you have potential to be as strong as him, however, your fate has been decided. He has two thugs prepare to take you out.* - This next encounter involves two basic kevlar guards, except one is armed with a Van de Graaff Stun Gun. Your best bet is to nudge the gun out of their hands, then fire stun rounds at each of the men. Use powerful kicks and stomps to lower their health. If you get into a jam, try using low sweep kicks to bring them to the ground. Once they're both dead, check the second side room for a force field. Go to the first room and use the console to unlock the door. Move on in. You should reach a large hangar area. Turn around the corner and take out the guard. If you check this first room, the console will be disabled. Go down via the right stairs, and move across the holding area to the opposite walkway. Head up the stairs, then move in and activate the console. Two red elite guards will be armed and on the scene. Move down the stairs, take out the kevlar guard, then sprint charge the two elite guards. Jump kick both of them, and try to take one of the weapons. Wield it against them both and finish them off. Recover your health, then move to the previously locked keycode. Activate the console now. Run across the hangar to the door at the base level. Move on in for a mission complete. _________________________ /Chapter 05 - Hot Pursuit/ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Module: Airport Cargo Hangars Difficulty: *** Objectives: + Continue tracking down Muro + Find the Rappelling Harness + Reach Muro's Plane - Check the left hallway for a guard or two. Once they're down, talk to the nearby engineer for a hypo. Move across the large room to the door on the lower floor where the windows are. Cut a right and take out the guard beating up the engineers. Talk to the engy for an easy hypo, then use the console. Some flights have been tampered with according to the log. Move up the stairs, and work on taking out the (2) Plasma-armed guards. Watch for a lone Static thug to assault you. Move across the pathway to the opposite second floor doorway. You'll a C4 guard near the command console in the right corner. Take him down, then retreat before he blows up. Use the console to unlock a door. Drop down, and move to the upper left corner. Go through the door and talk to the engineer. He'll tell you that some sort of tracker is in the next hangar over. Read the nearby console. Move to the far end of the room and use the unlocking computer. Backtrack to the main room, and head for the large door. - Once inside, move forward and plasma down the red-suited guard. Flank along the left, and nail down the submachine gun guard. Check near the back portion of the room for one more guard with a Superball gun. Now, eliminate the remaining threats by conserving ammo. Move to the back room, but watch for a Static guard directly right of the door entrance. Knock the stunner out of his hand, kill him, then activate the console. Look for the unlocked door right around the corner. Move in. *Muro and his men will split up. You now have a choice of taking the lower or upper route.* - First off though, 3 lower room guards will protrude your way. Many of them are armed. Try to shoot any of them down using your weapons, otherwise, lure them one-by-one near the cargo crates along the right portion of the room. Knock their gun out of hand, and use it against them. Clear out the last guy on the stairwell, then move left to the rear of the dislodged truck. Move in here, and you'll have roughly 2-3 rooms to clear out. Various men will be armed. Use jump kicks to disarm most of them, then wield the gun against their own guys. Talk to the engineer in the small office for some free hypo sprays. Move up the next ramp onward. This next part may be fairly tough. Basically, a bunch of lasers will operate at varying lengths damaging you if you happen to touch them. Sprint as the first pattern repeats and stay behind the initial lasers. Interact with the console and now dash forward ensuring to jump, slide, and roll when necessary. You will take some damage, but try to reach the other end before the 10-second counter reaches null. Once you hit the door, you'll encounter a Static and Grapple Guard. I recommend shooting down the Static thug, then trying to martial arts the Grapple guy. Quick punches seem to do the most damage since the grappler has fairly slow attacks. Move through the next door. You'll eventually reach a parking lot. Drop down to the right and disable the submachine gunning guard. Move ahead and use martial arts to take out the Scram Gun guard. Move up the railing, then take out the Plasma Guard. Try to conserve ammo in the weapon. Move up the left area on the roofs. Take out the plasma guard after the cross-section area, and pick up his hypo spray. Move down and you may notice an area below that is too far to jump down. - Look along the left and you will see 3 Engineers running for their lives from Muro's thugs. There should be a small stairwell. Head down it, then engage the two thugs in the alley. Watch for two more men to appear. Be careful not to harm the engineers, otherwise, they'll end up fighting you as well. If they live, talk to them for some free hypos. Leave the alley. Run down the left parking lot until you reach the area that you saw before. Charge the nuclear guard and try to stun him with the Van de Graaf pistol. Otherwise, disarm the Superball Gun and wield it against them. Watch for the C4 man as well. Use the console, and the door from the roof will now be unlocked. Backtrack to the mini-stairs and head up to the roof. Look for a nearby doorway on the roof area that has stairs leading up to it. Head on in, and talk to the scientist for some ammo clips. Move down the stairs. - When you reach the bottom, try to save the scientist from the Kevlar and Nuclear guards. It can be difficult fighting the ultra-tough nuke guard, so focus on him over the primitive guard. The Scientist hands out much-needed hypo sprays. After another flight of stairs, take care of the two enemies below. You'll find the Rappelling Harness just before the third flight of stairs entrance, to the left on a table against the wall. Pick it up, then head downstairs. Take out the Nuclear Guard. Head through the door and chase down the 3 enemies in this large room. Two will be on the ground floor, with one patrolling near the alarm on the second floor. Prevent them from sounding the alarm. Contine up the stairs. Head into the side door before the very top. *Muro and his men will be seen getting into the cargo plane.* - Leave the mini-room and head to the roof via the stairs. Once on top, watch for the ambush of dual-armed thugs to your left. Sprint on the roof to the center metal railing overlooking the base unit of the plane. *Konoko will automatically rappell down and plant a tracking device on top of Muro's Plane. Inside, we see Muro and an associate talking over about your presence. You're apparently an Android hooked to an SLD. Sounds brutal and experimental if you ask me. He wants Barbaras to capture you alive.* ___________________________ /Chapter 06 - Counterattack/ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Module: TCTF Headquarters Difficulty: **** Objectives: + Reach the Upper area + Save Shinatama + Repair the damaged elevator + Stop Barabas *Konoko is returning back to TCTF Headquarters when an assault from the Syndicate strikes the area. She knows that her allies are under attack, and it's up to her to save them.* - You should spawn in the lower garage area connected to the TCTF Headquarters. Proceed straight towards the upper left corner of the room. Two Kevlar guards should spawn out of the nearby doorway. Engage them both, ensuring to disarm the submachine gun. Focus on using grapple moves when surrounded by pairs of enemies. Move in the upper left door, and repeat the same strategy. Try using the spinning cyclone kick if you cannot get in close enough to perform some excellent grapple techniques. In the next room, take down the lone Nuclear guard, then grab the Mercury Bow off of the dead TCTF agent. In the next room, fire one round at the guard standing on the metal crate. Move into the room to your left, and watch for a Static & Kevlar Guard to engage you. If possible, hold on to this Mercury Bow as the weapon is rare. Look for ammo clips, and always pick it up after the battles simmer down. Check the far end room along the right door. Save the woman scientist from the two thugs. Check the left door for a lone Static Guard. Take him down, then use the console to unlock the previously locked door. Head back out, and check the other end of this long room for the unlocked door. Go in. *A brief cutscene shows the Syndicate engaging your allies. They have managed to cut down the TCTF's security defenses. Here comes their full assault.* - Start rushing up the stairs. Enter through the first unlocked door you see. Cross the brief hallway, and cut a left across the ceiling pathway. You'll run into some Heavy Guards. These guys are basically equipped with increased metal armor, or even if force fields to protect from ranged damage. They have a dangerous slam attack and cannonball roll. The best way to avoid these attacks is to roll sideways whenever you hear their indicative phrases. Grapples work very well on these opponents as they tend to block quite extensively. Do this to knock them down, and try to save the TCTF agent if possible. The second floor mainly has weapons, ammo, and hypo sprays to be gained off of the agents. Head up to the third floor via the stairwell. You'll run into an engagement of three guys near the main hall. Expend some rounds from your Mercury Bow to increase your odds of victory, then combat down the remaining souls. Check the upper left single-door room for a console panel. Use it to unlock the door on the fourth and final floor. Head up there now and move through the door. - You'll find a few remaining enemies around, mainly in side adjunct rooms. One interesting item of note is that you'll find a woman who looks similar to Konoko. Combat her using similar techniques, but try doing an aerial grab move to bring her down for the count. Check the upper right room for a lone console panel. Read it, and you'll learn that Barabas was quite an elite operative. Exit this room, but check the door opposite of it for a new stairwell. Head on up. *Shinatama gets grabbed by Barabas. You have to save your previous AI!* - Head through the door, and you'll now be fairly close to the heart of the TCTF Headquarters. There's going to be an initial gunfight between your agents and the Syndicate. Rush up the side stairwells until you can safely engage the two Syndicate gunners. Use martial arts to bring them down since they have heavy armor and/or force fields. Pick up all dropped ammo, health, and powerups. Now, you'll have to sprint jump between the missing gaps on the stairwells. Remember to hold down the space bar to reach the peak of your jump. Do this about two more times till you reach the highest floor possible. Try shooting down a few of the topside guards with your Mercury Bow. Head into the upper right room on this top floor, and talk to the Civilian Welder. He'll give you his welder torch. Exit the room, and go down the pathway. You'll find the elevator on the same floor against the wall. Jump onto it. *Oni will weld the cable on the elevator. The natural reaction of the pulley brings her to the top floor of the complex.* - You'll now be in a red-alert zone. Charge forward and take out the high- priority Konoko look-a-like with a force field. Ensure to engage the Kevlar Guard. Try to hype yourself up with full health and/or a force field, as a Mercury Bow sniper will be above you on the top floor. This gun does extreme damage. Go near the wedge sticking out by the control console, and look on the other side of it for a console panel. Use it to unlock a door in the upper right corner. Move there, then head up. You'll have to deal with a Heavy Armor and default guard before doing so. On the top floor, watch out for two armed guards in the right corner. Make use of a swirl kick and a few grapples to deal with them quickly. Jump kick charge the Mercury Bow sniper on this center platform, and take out the remaining troops with your own Mercury Bow. Crossover to the other side via the central pathway. You'll find a stairwell to the third section in the upper right room. When you reach the top, check the right corner of the room for a Phase Cloak. This basically makes you invisible. - Cross over to the upper right room and ignore both guards if you wish. Move up the stairs yet again. Your phase cloak should be wearing off by now. Take out the armed Kevlar Guard up top, then proceed through the door. You'll have roughly three guards to take care of to your left. Pull out the Mercury Bow and focus on taking out the armed guard and heavy one. Conserve some ammo, and take the rest out with your body. Run over to the glass wall and move through the slide door. Cut the right corner. *Barabas is seen with Shinatama inside a transport helicopter. They cart off and Konoko believes she has failed. She turns around to find out that Barabas is standing right next to her. It's time to take out a corrosive being!* - The second time with Barabas is only slightly different in that he is equipped with an Earthquake attack. Basically, you'll see him jump in the air like a pogo stick. When he slams down, a radiating pool of damage can hurt you. The best way to avoid this is to jump or somersault out of the radius while it protrudes outward. Dealing with Barabas is a joke. Use jump kicks, crouch sweeps, and crouched roundhouse kicks to down him. Jump kick the gun out of his hand, then use these basic assaults to deal damage to him. The Mercury Bow or his own weapon don't really do significant damage because Barabas has a permanent force field on his exoskeleton. Repeat these attacks for the most part, and ensure to avoid his earthquake attack. Other than that, he'll die after a few minutes of punishment. *Konoko gets supercharged after killing Barabas. Perhaps she is gifted after all.* ______________________________ /Chapter 07 - A Friend in Need/ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Module: Atmospheric Conversion Center Difficulty: ** Objectives: + Navigate towards Shinatama's position *Griffin and Konoko have an arguement after how to solve the Shinatama situation. Griffin says he's just going to send a strike team to rescue the SLD (Shinatama), while you say that you're perfect for the job. Griffin tells you not to go, but you refuse. Konoko hang glides into the secretive facility on her own.* - Start off by charging ahead, then engaging the two basic guards on the right walkway. Use the Plasma Rifle on the third guard patrolling the round block at the end. The biggest threat on this level is falling off. Don't be tempted to |
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