Ghost in the Shell: Stand Alone Complex Walkthrough :
This walkthrough for Ghost in the Shell: Stand Alone Complex [Playstation 2] has been posted at 04 Jun 2010 by roland_poirier and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up roland_poirier and share this with your freinds. And most important we have 6 other walkthroughs for Ghost in the Shell: Stand Alone Complex, read them all!
Walkthrough - FAQ/Walkthrough
|ŻŻŻŻŻŻ|ŻŻ| |Ż|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ| |Ż|Ż\Ż| |ŻŻŻŻŻ|ŻŻ| |Ż|ŻŻŻŻŻ|ŻŻ| |ŻŻ| | |ŻŻŻŻ| |_| | |Ż| | ŻŻŻ|_ ____| | | | | ŻŻŻ| |_| | ŻŻŻ| | | | | |(ŻŻŻ| | | | |ŻŻŻ| | | | _____|_|_\_|_ ŻŻŻ| | | |ŻŻŻ| | | | | |_| | |Ż| | |_| |ŻŻŻ | | || | | | _||ŻŻŻ | |Ż| | ŻŻŻ| |__| |__ |______|__| |_|______|_____| |_| Ż| |Ż| | _||_____|__| |_|_____|_____|_____| Spoiler-free FAQ & Walkthrough |_| |_|_|___| by Shotgunnova (P. Summers) _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS Menu Overview .................................................... MNOV Tips N' Tricks ................................................... TPST III. WALKTHROUGH . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT 01) Niihama Pier N3 .............................................. WK01 02) N3 Parking Garage ............................................ WK02 03) Multi-level Warehouse ........................................ WK03 04) Tohoku A.R. Residential Block ................................ WK04 05) Tohoku A.R. Dam Site ......................................... WK05 06) Tohoku A.R. Office Block ..................................... WK06 07) Tohoku A.R. Anti-personnel Training Grounds .................. WK07 08) Tohoku A.R. Anti-tank Training Grounds ....................... WK08 09) Tohoku A.R. Chopper Storage Block ............................ WK09 10) Tohoku A.R. Shaft ............................................ WK10 11) Tohoku A.R. Underground Factory .............................. WK11 12) Tohoku A.R. Experimental Farm ................................ WK12 IV. FAN GUIDE . . . . . . . . . . . . . . . . . . . . . . . . . . . . FNGD V. UNLOCKABLES . . . . . . . . . . . . . . . . . . . . . . . . . . . LCKB VI. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ VII. UPDATES & CONTRIBUTIONS . . . . . . . . . . . . . . . . . . . . . UPDT VIII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I. CONTROLS [CNTR] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _____ | | _____ L2 BUTTON --> /____/\ | | /\____\ /____/\ \_______| |_______/ /\____\ Abort entire mission Restart ------------> Restart mission from last waypoint (automatic save) Communications Log -> See commlog for all missions (conversations, FMVs...) Word List ----------> Dictionary of terms used in all missions For the options menu Exit ------------> Exit options menu Config ----------> Configure controller setup Vibration -------> Toggle vibration function on/off Screen ----------> Toggle normal/widescreen picture Subtitles -------> Toggle subtitles on/off/automatic Sound Setting ---> Change sound volume Music -----------> Change music volume SE --------------> Change sound effect volume Brightness ------> Change screen brightness Position Screen -> Manually position screen Save ------------> Save current game (title screen only) Load ------------> Load current game (title screen only) Default ---------> Defaults all options to original state TIPS N' TRICKS ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Like usual, here's any relatively good information I've come across. And, like usual even more, any reader who has "the goods" can "send" them to "me" in this section and I'll write 'em in for the world to see. All credit given of course. When facing snipers, they're instant kills if the get the time to aim at the character (usually a little under 2 seconds flat). As such, the best way is to avoid them, although there are times when Motoko will start higher than them and can freefall some grenades into their laps. But the thing you never want to do is JUMP when they're in your sights -- sorry, they're going to down you like a clay pidgeon without blinking an eye. If possible, find cover or thermo-optic camouflage to avoid detection. Hacking is the process of taking over another enemy's cyberbrain for a set amount of time. To do so, first find a hacking code and unit ID among enemy remains, the find an enemy whose triangular icon is blue and blinking. These are the only ones capable of being hacked. Following that, there'll be a 0:20 time limit to hack the barriers, which is done by lining up the rotating pieces of the image so they fit perfectly; pressing prematurely'll deplete time from the clock. When a hack goes through, Motoko can control that enemy from afar and attack the foe's comrades. I explained all of this to say this: hacking, overall, is a waste of time and sucks pretty bad. When later levels have three barriers to hack and the time limit doesn't increase, it's easier to just give 'em a shotgun Happy Meal, y'dig? Most enemies handling normal weapons like shotguns/machine-guns can be baited into firing for a set amount of time. If so-and-so is behind cover, they can simply pop up while the foe's vulnerable and kill 'em. Use cover effectively and it'll never go wrong -- it can't break! Comboing enemies is fun...if you're Motoko and on an early level, and there aren't any other foes around to get potshots. Yes, comboing kinda loses its cool after a few levels -- simply putting one between an enemy's eyes is more resourceful. But, if you love ammo conservation, comboing an enemy who's alone and oblivious to the character's presence, it can be a quick way to neutralize 'em. Just don't try to combo a huge enemy group unless you love lying in a pine box... _________________________ ___________________________________________________/ III. WALKTHROUGH [WLKT] |_ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 01) Niihama Pier N3 [Makoto] [WK01] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ If you're just starting this game, it would be wise to try out the Training mode, which is hand-holding enough to get the controls down. This guide -- which is written in Normal mode -- assumes one already has the bearings down. There's no reason to start by flying blind, aye? Except for one anomaly, levels are split between Motoko ("The Major") and her frequent battle partner Batou, done in an alternating fashion. Levels can be long and are segmented into sections; as such, this walkthrough follows suit. This also helps when trying to locate the levels' 10 fans -- collectibles that will give two powerful weapons when all are found -- easier to stomach, since they can and will be an annoyance for perfectionists. Anyway, tally ho on the walkthrough! Part 1: Niihama Pier Gate ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ FANS: 1/10 [Spinning on top of the gate station's roof] Following an awesome insertion method (which will be familiar for fans of the awesome, awesome anime), Motoko starts the first level on a roof, overlooking the small starting point: a gate. The default weapon is a Seburo machine gun, although our gal has some throwing knives as auxiliary weapons. The entire area's vacant and nothing's to be found near the waterside, although I should note this is one of those games where the character has amazing powers but still can't swim -- d'oh! Near the pier's gate is a computer terminal propping up a sleeping guard. A swift kick to the face will wake him up and put him right back down. Approach the locked exit and Ishikawa will say that an authorization code is needed to get through, which marks the nearby terminal as the source. This is just a head's-up on how the rest of the game will be, basically. Get the code, blow up the first fan if y'didn't already, and slide on through. Part 2: Pier Environs ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ FANS: 2/10 [Near dead terminal, on side of building along water's edge.] 3/10 [On roof with 4 spotlights. Stand on building stack for good shot] After the chief's call, you can probably see a patrolling guard in the area around the heavy freight boxes. He'll near another standing on top of a box, and when defeated, gives up the area's unit ID, which will display all the cohorts' positions for easier location. Look for an opening in the stacked crates and jump through to where the other enemies are walking the beat. Approach one of the cranes to get a call from Ishikawa, who says a terminal nearby that can control them. Pick up any SMGs the enemies drop here for a 2nd main weapon, then locate the marked terminal on the ground area -- this sets a crane in motion, accessible by a stack of boxes underneath it. When it nears the apex and stops momentarily, jump and grab the outcrop to pull up. The 2nd fan is visible on the 4-spotlight building from here. Jump off the crane to the 3rd crate-enclosed area when possible. There is a 2nd moving crane here, and another gaggle of goofballs walking the ground there. One coughs up an AS17 shotgun, one of my fave close-up weapons, and a OHKO or 2HKO to most enemies in the game (assuming they're hit square). Inspect the terminal after the transmission's done to find it's dead; another route will have to be found. The 3rd fan is near here the dead terminal. Spot it by standing near the water's edge, and facing the building's wall nearest the waterside -- it's in an untraversable crook of the facade. There are four tall stacks of boxes within this compound, and the one nearest the water's edge has the smaller ones to use on the way up. Now, the crane's not reachable normally here, so instead, I suggest jumping diagonally toward the one nearer the center -- if done right, Motoko catches the edge and can shimmy to a pull-up. From there, it's easy to leapfrog stacks to the opposite, enclosed waterside area. During this part, make sure to shoot down the fan we saw before, which should be within range if you stand on a nearby stack. Once inside the remaining portion of the pier, there's a few more guards to take care of, two of the three walking in plain sight on crates. If Motoko needs a pick-me-up, there's a restoration kit along the waterside near the window marked as an entrance. Part 3: Warehouse Interior ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ FANS: 4/10 [Spinning in the interior, near the cargo door by a ship.] The eerie clip-clopping of shoes says someone is nearby. To find them, the Major will have to harness her walljump technique. Locate a corner formed by some boxes, leap upwards, and hit R2 + direction. When possible, grab the ledge in midair and climb up; below is the patrolling guard. He carries an AR27 machinegun, unit ID, and hacking code, for reference. This pinpoints 6 more foes in a congested space, separated by a wall of crates. Walljump up there to start a firefight. Flip the elevator activation panel near the health kit, which marks the elevator near the moored ship we saw a little bit ago. The 4th fan is spinning on the ground in a dead-end, near one of the cargo bay doors that gives view of the freighter. Ride the elevator when ready. Part 3: Warehouse Mid-Level ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ FANS: 5/10 [On part of elevator directly in front of where the Major starts.] FANS: 6/10 [On stairway building's awning; wall jump to get on top.] This upper area is similar to the one two stages ago, where there are lots of stacked crates (or walljump opportunities) and enemies strewn throughout, on both low and high levels. The first fan is right near Motoko's starting point, too: proceed through the cargo lift and turn around, spotting it on part of the crane strut. You may find that there are more heavily armored foes here now, so that a shotgun only 2HKOs now (if you're using it). They carry said weapon, as well. Extra shells are in one of the dead ends, and the health refill is under the small building's staircase. When the coast is clear, look for an unmarked, opened elevator and try the switch in there; this marks a terminal on the nearby building. The awning above the stairway has the 6th fan rotating above. To get on it, walljump off the locked crane elevator at the foot of the stairs, grabbing in midair. Now, the lift can ferry the Major up to the top portion, so do it to it! Part 4: Crane Struts ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ FANS: 7/10 [Climb ladder at start, turn left, jump up gray object to find] : 8/10 [On end of the middle catwalk, just like fan #7] As y'may have guessed, tumbling from these tiny catwalks results in failure, even though Motoko's shown she can survive a fall that large (huh?). There's only one enemy here to start with, and patrols a far portion of the struts. He can be taken out later. To find the 7th fan, climb up the ladder at the start and turn "left," facing a gray object. This can be jumped up on even though steel framework above would make it seem impossible. Take him out and look for 3 small platforms on a rail stretched between struts -- use these as stepping stones. Approach the terminal to find a foe with a Unit ID; this spawns some more enemies around the area. Flipping the computer sends in a few armed drones (they look like bees) which are agile and rather annoying. Once Motoko gets back to the central catwalk, obtain the 8th fan, which is sitting quietly past the gray object at the dead end. Since the terminal made the crane "stepping stone" platforms move, it's now possible to get to the catwalk the 1st enemy was patrolling. A switch there powers on Pier 2's elevator, which Motoko can take down immediately after. It's underneath where the terminal is, so simply climb down the ladder to locate. Part 5: Freight Yard ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ FANS: 09/10 [On top of crane near the start (sniper rifle required?)] 10/10 [On top of crane near hackable sniper tower (s. rifle required?)] Tagusa and Saito warn the Major of snipers in the vicinity. Basically, their lasersights will aways point to Mokoto since they're satellite-linked, and after about 1.5-2 seconds within their sight, they can instantly score a headshot (i.e. instant failure). These guys will be annoyances for quite some time, but they're not invincible. Staying out of open ground is the easiest form of defense, until one can get closer. Before we do any fan hunting, let's take out those snipers. There's a string of patrolling guards on the "lee" side of the snipers, which should eventually bring our heroine to a guard with a unit ID and hacking key. Around the corner from here is a sniper tower...except that guy isn't paying attention. Now's the time to hack his cyberbrain and have him neutralize the other two snipers. Want the sniper rifle? Make sure to jump out of the tower away from the water. Backtrack to the starting point and enter the open area the snipers guarded. A few more grunts here can cough up a hacking code/unit ID. Continue along until the chief phones in to talk about the rooftop squad. Climb to a high point to get a vantage point for jumping over the huge fence. From here, the 9th fan -- which was atop the crane near the start -- can be sniped. As far as I know, the sniper rifle is mandatory for this one. When ready, kill the rooftop squad and the patrollers around its base. It's pretty easy if you just snipe 'em, but don't waste all the bullets. Before approaching the Jameson-type cyborg -- which is marked -- stand as high as possible on the roof and use the sniper rifle to search the other crane. This one spins on top as well, but may be partially hidden by some railing/etc. [You might be able to get this fan during the hacking portion, by having the sniper jump onto the crane near his tower...?] After destroying the 10th, check out the Jameson. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 02) N3 Parking Garage [WK02] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This will be Batou's first level, where he's to infiltrate the garage and see what the dealers are selling. Unlike Motoko, he can't do backflips and wall jumps to suit the situation -- instead, he can only roll out of the way. But this doesn't mean his levels will be dumbed down! Part 1: Twenty-first Floor ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ FANS: 1/10 [Ground floor, inaccessible area between shotgun/entrance area] 2/10 [On top of the green Sagawa Denshi van -- shoot from across pit] 3/10 [Past ticket booth is a blue car with fan on ground in front of it] Ishikawa suggests getting to the 22nd floor by finding a ticket machine and using it to access a gate. The enemies here are automated robots and will open fire when Batou shows himself during their patrol. Use the vacant cars and parking space walls as shields while progressing forward. In the dead end, past the parking space, there are two robots near a shotgun, in case you need one. As for the fans here, the first is in an inaccessible area, which is between the entrance and the dead-end with a shotgun. On the side with the Sagawa Denshi van, Batou should be able to see it spinning in that little space and shoot it from across the pit. The 2nd fan is on top of said van, and can only be shot from the dead-end with a shotgun. The 3rd fan is easiest, and sitting in front of a blue car past the ticket booth. When ready to proceed, make sure to use the parking pass (obtained from the green-light machine near the elevator) and put it in the similar machine by the gate that blocks the road upwards. Part 2: Twenty-second Floor ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ FANS: 4/10 [When crossing the catwalk, it's on one of the railings] 5/10 [On concrete barrier near emergency door lock disengager] Up the incline, pay attention to a guy with a M23GL grenade launcher standing in a vacant parking space. Try to take him out with a grenade, if you want to spare one (you'll want to save them for later, actually). Inspect the green console near the elevator access and Ishikawa notes that the overwritten server's on Level 24. Oh well. There's a pit catwalk that allows access to the isolated side of the 22nd level, and it's crawling with drones and a few humans. Luckily there's a restoration kit near an emergency door terminal (glows yellow) that will disengage an electronic lock near the first parking area. Both fans are rather easy to find here, as long as you keep an eye out for 'em. Return to the terminal where Ishikawa talked about the server and look for a door that is now accessible. Part 3: Stairwell / Twenty-third Floor ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ FAN: 6/10 [Near terminal on 23rd floor, around corner near elevator] Iin the stairwell, the Chief talks about enemies ambushing there...but there aren't any within this level, so ignore him! The door to the 23rd floor is wide open one flight up, and there's a terminal to hack -- and a fan around the corner near the elevator. The security camera tapped into shows a couple enemies around a van on the 24th floor, although they won't be the first ones seen or anything. Just don't be surprised by their presence! Continue up to the next-highest floor. Part 4: Twenty-fourth Floor ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ FAN: 7/10 [When crossing pit catwalk, floating on a girder one floor up] 8/10 [Spy through locked ramp to 25th floor, spinning on cement ledge] After arriving here, it's noted that Batou can't get to the server from this portion and will have to take a route back down to the 23rd floor in order to do so -- d'aww! One of the two armored shotgunners has a hacking key, and can be used on a guy behind a partition, although the remaining time is low. The 7th fan is on a girder, so when crossing the pit make sure to snipe it. Once across the other side, take a left to a locked gate that would lead to the 25th floor; there's another fan spinning on the cement ledge there. It can be hard to hit, so try to be as close as possible and shoot through the segmented gate. This side also has a small, uh, lounge with two enemies inside guarding a terminal. Get the unit ID off of it, then find the catwalk that leads to a small construction site; drop down to exit the level. [NOTE: You can also exit the level by going down the vehicle ramp, although Batou starts right in the snipers' sights and this is outrageously lame, even if you have full grenade inventories. Don't take this way, please.] Part 5: Twenty-third Floor II ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ FAN: 09/10 [Near construction site drop-in point, spinning on cement barrier] 10/10 [A sniper is near a blue-green coupe, with a fan in a space corner] Okay, so you fell through the construction site. I mean, of course you did -- I just told you to (;p). There's a fan right near this portion spinning on a cement partition, so get that outta the way first. Instead of having to go right through the snipers' crosshairs, Batou can now catwalk across the pit and land right by the target van. Defeating the three snipers at this point is a cinch, although it's possible to end the level simply by inspecting the van and then the case alongside it. Make sure to get the two fans first! _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 03) Multi-level Warehouse [WK03] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Part 1: Warehouse #1 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ FANS: 1/10 [On the protruding girder above entrance] 2/10 [On 3rd floor of warehouse, jump onto a green container to find] This multi-tier warehouse has robotic sentries like Batou encountered during the previous level, and they patrol in pairs, one on each side of the room (including above). There are two ways to get up onto the next tier: (1) jump onto the girder on the entrance and go from there (2) by the door opposite the entrance, jump up and try to grab the ledge. This doesn't have to be done in this fashion now, since the lower double doors open, but remember this tactic for later. Inside said double doors is a shotgun in the dead end, if neeeded. Follow up the stairs and ambush the two guards, one of whom has the unit ID. Continue on up to the 3rd floor and find the yellow-lit admin control panel, which'll let Motoko hack the nearby adminbot. Take it back into the stairwell's 3rd- -floor dead-end where a small vent can let it circumvent the locked door. Take it down the stairwell beyond to the lowest levels, and use the panel near the enemies (who ignore mini-cyborg) to disengage the door lock one floor down. Get the fans first if you didn't (although you can come back here if needed). Part 2: Warehouse #2 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ FANS: 3/10 [In stairwell's lowest part, corner near the two guards] 4/10 [In warehouse, ground floor, near the treads of lifting machine] 5/10 [On an air vent above the 3rd-level door] In the stairwell the admin cyborg found the panel in, kill the two enemies and get the third fan in the corner. The next warehouse is modeled in the same fashion as the first, except this time the Major can start from the highest floor and snipe the robots at her leisure, conserving health. There is some spark grenades in-between some freight containers on the mid level, for reference. Use the console on the top level to hack the admin logs and locate an unlock key, which opens the large doors via the ground-floor control panel. Part 3: Cargo Corridor ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ FANS: 6/10 [By a small crate stack] 7/10 [By a small crate stack] Just a small corridor with crates obscuring shots and two patrolling robots. Both fans are in the crook of a pint-sized crate stack, one nearer the start and one all the way across. Part 4: Warehouse #3 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ FANS: 08/10 [Ground floor, by some blue freight containers] 09/10 [3rd level, by Fuwa's open container, behind the door] 10/10 [3rd level, high above entrance door] This warehouse has no stairway access, so to get to the mid-levels, use the techniques suggested in the first part of this level (use protruding girter). To get to the 3rd level, simply do a running jump-n'-grab to pull up. Inspect the open container to find some encrypted files about Fuwa, then listen for the sounds of enemies below -- yup, they tried to sneak up on ya! All will be on the ground floor so sniping them at leisure, or using grenades, works. One guy has a grenade launcher so use the top-level overhang to obstruct some of the shots/blasts. Try to leave once the enemies are finished and Batou makes a stylish entrance. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 04) Tohoku A.R. Residential Block [WK04] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Part 1: Train Terminal ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ FANS: 1/10 [On the small train platform bridge, on top of a lightpost] 2/10 [After 1st shimmying portion, it's spinning on lowest step of dam] Hey, another Motoko level! For the rest of the game, the setting will be the various levles of the Tohoko Autonomous Region. After the crash, get the 1st fan and locate a glowing console; it has useless info but is right near the stairway that needs to be taken. There are three levels of catwalks below, and enemies on each. A guy on the lowest portion has a unit ID, and there's a handy restoration kit there as well. Under the bridge is a girter stretching to some of the isolated platforms, and this is accessible via the first catwalk (also the highest). Once across, move to the other side and look at the weird "steps" on the dam -- the 2nd fan is spinning on the lowest one. Now, when you try to aim at it the reticle changes to show that the shot isn't possible, although if you fire anyway, it can still be hit (use a machine gun for this, obviously). Shimmy across to the 2nd platform for some grenades, then land near the small catwalk for a savepoint update. Continue until there's a portion where Motoko must shimmy around the corner, onto another few platforms. Jump to the next after, then fall off the third to land on a suspended platform below. This will give access to the concrete balcony where a single enemy is waiting around. From there, jump down to the platform the majority of the enemies are patrolling. There's shotgun shells along one side, if you can use 'em. Enter the rooftop elevator from there. Part 2: Residential Plaza ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ FANS: 3/10 [Near the starting point, on a broken outer stairway] 4/10 [From start, turn left and jump on railing; it's behind a fence] This area has a few enemies outside protected by flying hornet drones, and inside are some of the shotgunners guarding an elevator. If you try to access the console outside on one end of the railing, it'll need to be disengaged by an admin terminal. As far as fans go, they're both near the start. For #3, turn right at the start and shoot it from the broken stairway; for #4, turn left at the start and jump onto the dam railing, then spy it behind a fence. Take the interior elevator when done, after healing up and getting the grenade on a vending machine. Part 3: Back Alley ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ FANS: 5/10 [Ground-floor, in the alley, dead end] 6/10 [On the platform the guard robot is on, snipe fan under lift tread] 7/10 [On center of highest between-buildings platforms] This portion will require some tricky jumping. Get the 5th fan in the alley here before doing anything, though. I'll break it down piecemeal: 1) Enter the alley, turn left -- there's a ledge on one side of the building. From underneath it, wall jump away, then walljump back and grab hold to climb up. 2) Once on it, turn around and face the next-highest platform on the other side of the wall. Walljump off the wall Motoko's current ledge is on, bounding to the next. 3) Right above this platform is another one. Jump off the wall this ledge is on, vaulting Motoko high enough to catch the ledge. Pull up and kill the robot across the way. 4) Use a pipe above the door to shimmy to the robot's platform, then shoot the 6th fan underneath the giant lift tread. It's in plain sight so just look for it. Get hand grenades, too, if y'want. 5) Use the pipe to shimmy onto the platform opposite the robot one, which has the admin panel that unlocks a door in the previous area. Motoko can leave now, although to get the 7th fan, it'll require more tricky jumping. Notice that above the long pipe are some more parallel pipes? Motoko can hang from the lowest pipe, wall jump off to the other side of the alley, then walljump back and grab the next-highest. It can take some doing but as long as the camera is meant to show the 2nd jump clearly, it should reduce the retries and chance of falling. Upon reaching the highest pipe, locate the center skybridge, like the one the robot was on. Walljump like normal, and on the way back, climb up and onto it -- the fan is in a blind corner. Motoko will probably die if she falls from this height, so make sure to drop down to the pipes and descend from there. Use the elevator to return to the previous area, using the newly-accessible outdoor platform to lower a gate. Part 4: Stairway Sets ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ FANS: 8/10 [At start, look right of 1st staircase, at foot of some pillars] 9/10 [On top of highest staircase, look upwards -- spinning on railing] There are two outer stairwells here, with a few patrolling enemies and some who are locally on each flight. The lower of the two main staircases has a dose of thermal camouflage, while at the top of the larger, Motoko can spy the 9th fan -- it's on an out-of-reach building railing. The bulletproof glass elevator lobby where 4-5 enemies are holed up can be a deathtrap, so lighten the load with grenades and strategically neutralize the rest, using the pillars as shields. Take the lift up when done. Part 5: Rooftops ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ FANS: 10/10 [Behind elevator exitpoint, behind the railing.] Climb through the elevator and into the shaft. Wall-jump twice to catch the middle of the three girders. Backflip off and chain another walljump, which should spring Motoko up through the higher door, or at least let her catch and pullup. Two enemies are within the room, so be ready to bury 'em. The foe on the outer rim has the unit ID, and right by him is the jump-down spot to reach the roof straightaway. From here, use the machinery as a shield and take down the hornets, who'll snipe away at Motoko if she dares run around in the open