Carry on up to find two yellow bombs and a switch. On the left is the way forward but first, you will need to drop the rock at the top into the hole and then move both bombs left so that they open the way forward. The first bomb will drop in the hole and the next bomb should be pushed on top of it. Hit the switch when the bombs are in position. The next bit can be a pain. You have to wait for an opening to get past the red ants. The easiest way is to time it so you get past the first two ants, then go through the middle gap and dig straight into the next bit of earth when the other ant is on the side furthest away from you.
If timed right, he will drop to the floor, so dig upwards and you are safe. Continue up and round to the right to find some green bombs and a switch.
Much like the red bombs earlier, hitting the switch will kill you. You need to push the rock above you to the right destroying the gravel blocks, and then move the green bomb away from the switch and blow it. Do not dig below the rock otherwise you will have to restart. Once you blow up the bomb, go through the gap to the exit. When at the Robinson House, you may want to grind out components to get some of the blueprints to make the last part of the game easier.
The first Havoc Puzzle is in the middle of the room you arrive in just to the left of the main entrance. At the top, continue to the left and past the rocks, then down to the exit. Make your way to the dining room to find the next puzzle. Once you are safe, head back left and up when you can. Dig under the first rock, then push the loose rock above you off of the gravel block to proceed. Get past the next set of rocks being careful not to get crushed, then drop a rock through the gravel blocks below you.
There are two rocks positioned to make this easy. Head down through the gap. You need to do the same thing with the gravel blocks here, so dig under all three rocks and quickly move back the other way to avoid being crushed. Now follow the gap down to the level exit. From the dining room, head to music room which is the first door on the left when you go back into the corridor. Go through the opening on the left or right to be teleported to the balcony above.
Climb on the statue, then sidle around in front of the purple curtain to reach the next puzzle. You need to drop rocks here and move past them.
Once at the top, head left between two sets of two rocks. On the third set, drop the rock and move out of the way.
You need to drop the top rock down the gap beneath you then push the lower rock into the gap. Now dig down and to the right to avoid disturbing any other rocks. When you reach the bottom, head right under another two rocks to reach the exit. Use the transport tube to return to the music room floor. The last Havoc Puzzle we need to complete before proceeding with the game is in the Train Room. To get there, head to the Transport Tube in the main hall. Dig under the rock above you to drop another four rocks, opening the way right.
Go right and dig from the bottom of the three stacked rocks to the top. This will cause them to fall without crushing you. Do the same on the next stack. Now go right and dig all the way to the bottom and do the same thing to stack of four rocks on the left. This will open the way to the exit. You need to use your new Lev Gun on the gate to raise it, so do this and go through.
At the end of this bridge is another gate. Scan Items Scan items throughout the game. The Eruptor enemies are key to the next section. You will need to get them to chase you into positions where you can use them to blow things up. The first example is this gate, and you need to use the Eruptor to blow up the Boiler Lock. This first one is easy. To blow up an Eruptor, hit it with a disassembler shot, then hit it with a Lev Gun shot. The explosion areas are quite forgiving.
Run past the next three Eruptors and in the next area, destroy the two boiler locks using the Eruptors here and cross the bridge. You will get a cutscene with Emperor Stanley who will show you how to get into the building.
Instead of going to the delivery hatch, you need to go in the opposite direction to find the next Havoc Puzzle. Before that though, two robots will spawn. To kill them, use the Lev Gun, then hit them with the Charge Glove while they are in the air. They move about, so you need to time your shots to try and hit them at their highest point.
With them dealt with, you will see two blocks on either side leading up to the grand entrance. One can be pushed and the other can be Levitated with the Lev Gun. Push the blocks together, then use the Lev Gun on the block and climb up both of them to get to the raised section. On the far side will be a place where you can sidle passed some air vents. Once you reach the other side, kill the robot and the Eruptor if you want and enter the Havoc Puzzle.
Drop onto the pipes and sidle to the ladder. Climb down the ladder. Ignore the door here for now and go to the other side of the room. Either zap the power switch with the charge glove to form a temporary walkway or simply jump the gap. Deal with the camera bot and the robot sentry it summons.
Disassemble the water dispenser and go through the door the maintenance bot comes from I've seen it glitch and not open, try saving and loading if it does this.
Disassemble the fan to get to a Disassemble Chest 1, which contains the blue print for the bowler hat cheat. Go back the way you came and return to the door I told you to ignore earlier. Disassemble the cover on the power box and charge it up with the charge glove. Deal with the two camera bots that come out of the door when it opens as well as the two robot sentry that they summon. Go through the door that they came from to take a lift down Deal with the two camera bots in the area the lift takes you to.
You'll need to it with the disassemble first to destroy its armor and finish it of with four charge glove shots. Dismiss the reminder about the disassembler long shot Go out onto the platform jutting out into the room. Use the disassembler's long shot to get rid of the cover on the power box below the laser emitter.
The hit it with a shot from the charge glove to turn off the lasers. Go to where the lasers were and short the power switch to activate the walkways. Run around the force field that forms. Deal with the camera bot and the armored sentry robot it summons. Heal up at the aid station. Activate the power switch and run out on the force field. Shoot the rotation power switch to reinforce the field.
You'll need to use alternate mode to hit the power switch not the turn switch ahead at to the left to continue. You can run onto the platform with the camera bot and deal with in and the armored security bot. Shoot power switch and get onto the force field. Shoot the turn switch twice, shooting power switch at the same time as the second shot. Shot both switch ahead to the right for the next segment.
Run ahead and left to where a camera bot guards a disassemble chest 1. Deal with the camera bot and the armored sentry bot it summons. The chest only contains components. Zap the power switch and run to the other side. Deal with two camera bots, a robot sentry, and an armored robot sentry. Push the single crate beside the stacked crates. Climb up the crates, disassemble the fan and go into the vent. You'll need another carrying capacity upgrade before you can even think of making this.
Return to the room and take the lift to the next section of the room. Deal with 2 camera bots and 2 armored robot sentries at the top of the lift. There are more crates here. Push the single one up to the double and climb up the crates. Disassemble the fan and jump into the vent. You'll find a disassembler chest 1 in the vent which contains nothing but components.
Hit the turn switch three times and the power switch once. Run onto the force field and turn left onto the next section. While on this section target both the power and turn switch by the camera bot and allowing you continue on toward the next section. Target the turn and power switches ahead to the left to turn the next section into place. Run across it and deal with the camera bot and the armored security bot that it summons.
There's a disassembler chest 1 here containing Uncle Art's VR disc. While you're here target the power box across the gap with the disassembler in alternate mode. Charge it up with the charge glove to disable the laser. Shoot the power switch beside you and run back to the beginning of the section. If you want, rotate the section on the way back and deal with the camera bots and the armored sentries that they summon.
When on the initial segment, target both the power and turn switches twice and run onto the final segment. Take the branch to the right and follow the ledge at the end to find a disassembler chest 1. It contains the Health Level 2 upgrade. Back track and shoot the switch. Run across the force field and turn right to the end of the force fields.
Use the aid station here if you need to. Follow the path and deal with the camera bot and the armored sentry it summons. Go through the door and follow the tunnel to the next room. Here you'll need to dispose of 2 camera bots, 2 armored sentries, 2 more camera, and 2 more sentries. Go through the door after defeating them to the next level. Go ahead into the room. Make the second health upgrade at the tranmogrifier if you can afford it. Scan one of the half spheres on the floor here.
Also scan the door between them. Go through the door to the left of the maintenance door. Enter targeting mode and start dodging to the other side of the room to get under the lasers.
Charge the power box on the other side and go through the door that opens. In the next room deal with the 3 camera bots, 2 sentries and 1 armored sentry in the room. Fire the charge glove at it to charge up the left side of the maintenance door. Use the transport tube in this are to get back to the maintenance door. Go through the right door this time. Dodge through this room like on the other side, but keep to the right to avoid the lev turret and be in position to charge up the power box on the other side.
Deal with 2 camera bots, 2 lev turrets, and 2 armored sentries. Shoot the charge glove at the generator lens in the center to power up the other side of the maintenance door which will open it. The first order of business is to scan it. There are three stages to the fight. Start by firing the charge glove at one of the generator lenses here. Wait for the guardian to finish discharging the energy to the remaining lens.
Charge up one activator switch on each side of the room, making sure the colors match and shoot the generator lens that gets powered up. It helps to be targeting one while the robot is doing the discharge Repeat for the last lens. While you're doing this you'll need to avoid the guardian's laser, just keep moving and you should be fire. The only differences in the second phase is that the lens are not charged to begin with and the robot fires missiles in addition to the laser.
Charge up the first lens like the last two in the previous stage. Stay out of the circles on the ground to avoid the missile. For the final stage you'll need to disassemble the covers from the three lenses first. After that it is just like the second stage.
The mission is complete after firing the last lens. Scan the school sign in front of you. Go into the school through the door by the sign. Disassemble one of the locks on the left side of this hall and a boy with drop out. You'll earn a blueprint for the Charge Glove Energy Upgrade 2 for the 60th scan.
There are four rooms off this hall, two on each side. There's a bunch of stuff to disassemble in them but nothing of real interest. Go through the door at the far end of the hall and around a couple of corners. There's another classroom to the left, again there's nothing of interest in it. Proper Villain informed by that the Science fair concept art is in a locker to the right at this point, which I'd managed to miss when I was writing this walkthrough. Continue into the cafeteria. Disassemble one piece for the railing above you while you're here.
Go through the other door at ground level in the cafeteria. Disassemble the second locker on the left and scan the boy that falls out.
Go into the classroom on the right side of the hall both doors on the left are locked. This contains the All Blueprints Cheat Blueprint. Return to the cafeteria and go up the stairs. There are two halls on the landing at the top. Lets go straight first, into the hall that leaded to the library. Disassemble the locker past the first door on the left. Go into the door to the right. There's an antique dissembler chest 1 in here. It contains the Robinson Garden VR disc.
There nothing of interest in the only classroom on the right of hall that you can enter. Take the other hallway from the top of stairs, which leads the janitor's closet.
The only room you can get into, which is on the right side, contain nothing of interest. Return to the top of the stairs. If you haven't disassembler the railing blocking the ledge to the clock do so now. Sidle the ledge to the other side of the cafeteria. Disassemble the cover on the vent and go into. Drop into the kitchen.
Pick up his note and dismiss the popup. Do a general scan in the hall and you'll see his tracks to the left turning into the inner hall way and leading in the farthest room to the left. You'll see the man inside when you approach the room. Open the door and go in.
Shoot the charge glove at it to light up the room a bit. Disassemble the large bookcase and the vent cover. Push the smaller bookcase under it. Climb onto the bookcase and disassemble as second vent cover. Drop into the room on the other side of the vent. Go through the outer office and into the hall.
A general scan will show the bowler hat guy has gone through the cafeteria and up the stairs. He's then turn down the hall towards the janitors closet and turned into the second door to the left into a lab. You can enter a small storage room through the first door from the top of the stairs. Walk over the books onto a balcony. Sidle over to another balcony. Enter the class room. If you missed scanning the man earlier you get a second chance here. Enter the lab. Go out into the hall.
A general scan show the man when toward the cafeteria and then to the library. Pick it up and return to the janitor's room. Go inside and climb the ladder.
Turn around and follow the outer wall of the roof until you get to a chest. It contains the Health Level 4 Upgrade blueprint. Follow the into wall back to a ladder leading to the upper portion of the roof. Disassemble the cover on the activate switch. Fire a charge at it to turn the crane, breaks a skylight. Go down the ladder and drop through the skylight in the library.
Get the man's note. A general scan show him descending leaving the halls and descending the stairs and going into the gym at the bottom. Following him ends the mission. It requires two special components, a Radiofeter and Transaluminum.
You may want to detour to you room to play charge ball against Art and Billie. You may also go around the house disassembling enough stuff to build everything that you're current carry capacity can afford.
In the cannon room, you'll find that Uncle Gaston has upgraded his challenge. Talk to him. The meatball pattern is the same as before but there's a second circle to the right of the course.
You may need to stop your forward motion when you get to it until the gaps allow you to get over to it. You'll get the blueprint for the Energy Level 4 Upgrade for beating the challenge. Approach the call box in the Living Room and select transit station from the list it's the only entry.
Task 1 is on hold. Two ants will be attacking you be now, scan one. They take 3 shots from the charge glove to kill. After you deal with four grunts as blue ant will come in through one of the side doors. You'll earn the blue print for the Carrying Capacity Level 2 Upgrade for the 75th scan. This will allow you to carry of each component when you get to build it. There's one more grunt and one soldier ant to deal with outside. Ride the lift. Deal with the two grunts ants and the soldier ant to drop the force field on the protectosphere.
It contains an action figure. Get into the protectosphere. Record time is You'll get the blueprint for the Ant Helmet Cheat for beating the record. This course is more difficult than the first. You can fall off the edges and be put back at a checkpoint. Take it slowly as you roll along the path as you turn several corners until you get to some fans. Make sure to land on the platform after the fans as its the first checkpoint. Wait for the small platform and roll onto in. Roll onto another platform and get on the small moving platform on the other side.
Roll off to the platform at the other end. Cross over the fans. Cross two adjacent moving platforms. You'll be at the top of a chute and at the next checkpoint. Take the chute slowly but speed up when you see the three dot so you can jump the two gaps. When you get to the bottom you need to get into the updraft of the fan but not move ahead too quickly so you can land on a platform above, and be at another checkpoint.
Jump off the ramp and go along the path to the right. Cross the fans to the left at the end of the path. Go down the chutes and jump the ramp. Go down another chute and land on another platform leading to a chute. Jump the ramp at the end and land on a platform. I forgot this one on my second time through. Go down the chute beside it to the end of the course. Task 3 is now on hold. You'll need to win three games against him, first on the pee wee course, then the varsity course, and finally the championship course.
For the pee wee course alternate hitting the green circles and you should get a good angle at his blocks. For the varsity course use the lower portion of the green circle to get the side blocks an direct shots for the rest.
The blocks on the championship course take two hits to destroy. There's a sweet spot just above the green circle that will let you take out all but the center three blocks, which can be dealt with by direct shots. You'll get the varsity glove when you win, which has try times the attack power.
NOTE: If you lose you are given the opportunity to quit. Don't take it or you won't get the varsity gloves and remaining enemies will take 3 times the hits they would otherwise.
Take the transport tube here back to the station. The doors on other side of the station will open. A single soldier ant is out here. Take the lift down. Head towards the robot and scan it. Talk to Barry. In the hallway you'll face about 10 grunts and 3 soldiers which you need to kill to drop the force field at the end.
Go through the force field and towards the turrets. Approach the turrets to trigger the attack. In addition to grunts and soldiers a red flying ant will appear.
Knock the snipers down with the disassembler and finish the off with a couple of shots from the varsity glove. After defeating all of the enemies, a monorail car will arrive and a lift will descend. Task 3 is also completed. This monorail car has a different description so scan it. Approach the call box and choose transit station. Go into the station and talk to the receptionist to open up the transit system. Go back to the Robinson House if you have anything you want to build, like the carrying capacity 2 upgrade.
When you're done take the monorail car to the industrial district. You'll see to girder's hanging from cranes when you arrive. Disassemble both of them you may need to use long shot to drop the girders to the ground.
Drop down to the ground and climb on the closer of the two girders that you dropped. Run toward the crane and turn left. Jump two gaps to get into the pipe. Go through the pipe. There will be a two grunt ant to the left, you can kill it or ignore it as it will be replaced from the ant hill beside theme.
There are some flame throwing ants behind a barrier but you can't scan or deal with them from here. Follow the path to the right between a block to the left and a ledge to the right.
You'll need to disassemble the stuff around a block here that you can then push up to the ledge some that you can climb up. You'll need to fend off respawning grunts while you do this. Climb the box you pushed over the ledge and climb onto the ledge. Use the aid station if necessary and that jump over the gap on the right side of the ledge to the top of the block with the smaller block on it. Push the smaller block off of the block your on. Jump over the gap to the platform with the anthill on it.
Two shoots from the varsity glove will take it out. Deal with the 3 flame ants that where hiding behind the barrier, possibly dealing with one that respawned behind you on top of the platform before dropping down. Do NOT follow the path past the aid station here unless you want to wake up a respawning grunt. Instead use a long range disassembler shot to drop the block suspended from the nearby crane.
Jump the gaps to the walkway below where it fell. There no reason to go further unless you want to activate a respawning grunt. Instead climb the blocks. Walk out onto the platform to the right and push the block onto the pressure plate to the left of the blocks you climbed up on.
While you do so you'll need to deal with respawning flame ants. Once the block is in place a walkway will extend over the gap you jumped earlier. Drop down and push the block below and push the block across the extended walkway and left onto the pressure plate to extend another walkway to Jacoby's door.
The one grunt ant I warned against activating earlier will be awakened, shoot it and cross the walkway. Activate the speaker. Four sniper ants will emerge from the ant spawners and a walkway will extended to them.
Push it up to the larger block. Climb up it onto the larger block. There's a magma disassembler chest 1 which contains the blueprint for Energy Level 2 Upgrade. Push the small block here onto one of the ant spawners and use a long range disassembler shot to target the other crane from here to drop a block on the other spawner.
Deal with the remaining sniper ants. Fire the varsity glove at the activator switch to open the door to the left. Go through the door and down the path. Return to Jacoby's now open door and go inside. You can disassemble most of the stuff in this room if you need components. Talk to Jacoby.
He'll give you a Radiofetter and direct you to Old Town to track down the Radiofetter 4. You'll also notice that you can get to a new location, Magma Industries, but you can get very far into it so I won't cover it until the story takes you there.
Come back to Old Town where you're finished. Go forward and deal with the sniper ant that flies out of the alley. If you wander past the alley there's another sniper and a grunt to deal with. Heal up at the aid station by the alley if needed Disassemble the wooden fence blocking the alley.
Walk by the dumpster after watching a large red ant run off. Deal with 3 grunts and a sniper at the end of the alley. There's another wooden fence to the left of the end of this alley. Disassemble it and deal with 2 grunts. There's an antique chest 1 here contain the disassembler energy upgrade blue print here. You may want to backtrack to the Robinson house to make this although this means dealing with the first three enemies again, or waiting until the plot takes you near a monorail car again.
Push the dumpster behind the truck. Climb onto the dumpster, then the truck, and then the "Eat Bakery" sign to get onto the roof. Deal with 3 sniper ants. Go past the aid station and disassemble the two air conditioners. Sidle the ledge by the aid station, past where the air conditioners were, to a ladder.
Climb the ladder and the red ant will move further. Go around the roof access down and face the hotel sign. Jump the gap and deal with 2 snipers and 2 grunts. Disassemble the cover on the power box and fire the varsity glove at it to knock over the hotel sign. Cross the sign to the hotel. Open the door to the left inside the hotel where you'll find an aid station to heal up at and an antique disassembler chest 1 which contains some concept art for Alt.
Disassemble the cover and it and charge it up to open the elevator. Go into the elevator shaft. Leave the elevator and turn right into the bed room. Turn right again and climb down the ladder. Deal with 2 snipers and a grunt and climb down the manhole. Approach the gap at the bottom at deal with the flame ant on the other side.
Jump the gap and use the aid station there if necessary. Go down into the tunnel to find a chest with the [Blueprint for the Energy Level 1] upgrade in it.
This tunnel is in the corner past the light on the wall to the right of the aid station. Go down it and drop to the ledge below. Disassemble the chest across the gap to get the blue print and climb back out. Turn around and jump across the gap on the left side of the pipe. Go forward and turn left. Sidle the narrow ledge. Turn left again and then right into the tunnel. Follow the tunnel to a ladder which you should climb.
You'll notice an ice cream sign above the ant. Disassemble it to take care of this Sarge Ant. He'll drop the Transaluminum. Pick it up to end the mission. The Transponder remote is transmogrified automatically and does not cost you any components. You can get back to him those because his walkway has retracted. Go forward through the open door.
Talk to her to make a deal to get some havoc gloves. It will rise protecting you from the respawning grunts. Deal with the snipers which won't respawn. With the snipers out of the way you'll be able to concentrator on the puzzle on the far wall when there are several activator switches.
There are three sets of switch on this panel which are labeled in this diagram according to the color that they turn red R , green G , or blue B G B B G G R R B B B R R First fire a multishot from the varsity glove at red switches, and then the green switches to open the doors under the switch panel.
The doors to the left and right only contain stuff to disassemble, but the middle one contains a magma disassembler chest 1 which only contains components. Shoot the blue switches to cause the lift you're on to rise up. Ignore the door ahead of you for now and go to the left end of the path. The magma disassembler chest 2 here contains only components.
First a shot from the varsity glove at the activator switch above the glass door here and go into the room to get the Havoc gloves. Dismiss the information on the havoc glove that pops up and follow the instructions on its use. Dismiss the information on swapping weapons. Use the Havoc gloves ability to tunnel under ground and run into the ant and knock it down.
You can shoot it while its down with the varsity glove and repeat three times to deal with it, but that becomes rather challenging when faced with 3 of them as you soon will be. Instead quickly go under ground while it's on it's back to finish it off, as I've seen mentioned in posts by Proper Villain.
Heal up at the aid station to the left before going down the ramp to the right and use the shock wave from the glove to destroy the piles of debris on the ramp.
When you get to the bottom you'll need to deal with three more Army Ants and the grunts from before. The solution to this puzzle is given in the section on Havoc Seals. There are 4 in the Robinson House and 2 at the Transit Station.
Solutions are in the section on Havoc Seals. Each of these will lead to a chest bearing a reward. In summary you will receive: Robinson family concept art - living room Egypt Chargeball court - dining room Tallulah - music room Blueprint for Infinite energy cheat - Train Room Chargeball shirt cheat - up slope from transit station chargeball court Max Components cheat - at transit station near monorail car You can now play Tallulah at chargeball: All Chargeball Courts Cheat for beating Tallulah in chargeball.
Go forward and you'll talk with the Ice Cream Man automatically. Scan him while you're here. Ice Cream Vendor: Beginning of second Old town mission 4.
These can be destroy using shock waves from the havoc gloves. In all there are 39 of these to destroy as well as 4 Sarge ants to deal with. Destroy the first 6 piles on this side of the first force field. Dismiss the popup telling you that you can use the havoc glove to tunnel under the force field, which you should proceed to do. On the other side walk across the red circle to bring down the force field.
Deal with 9 more debris piles and a couple of grunts that you uncover. Clear out the 13 debris piles in here. You will now need to farm components for the scanner. Pressing will cause Wilbur to lock on to anything that can be shot at with the Disassembler. Once you have targeted and disassembled an object, you can flick the right analogue stick and lock on to the next nearest one. To get back to the exit, starting from where you picked up the Disassembler, jump over to the right and climb up the crates, then jump to the semi-circular platform surrounding the entrance tube below you.
Disassemble everything here and then climb down the ladder just walk into it, there is no button prompt in the centre to return to the lab through the tube. Go to the transmogrifier to see if you have enough components. Chances are, if you are short, you are short on the green orbs.
If this is the case, leave the lab and head back to central room. On the left is a TV in an alcove. Disassemble the red chairs facing the TV and these will drop the required green orbs. Now go back and build the scanner. You will unlock:. Obtained Scanning Technology Complete the mission to create the scanner gadget. Now the fun begins. If you played around with the dissembler earlier, you will have found that some items cannot be disassembled.
These items can typically be scanned in your database so the next step is to cover the house and pick as many of these up as possible before we progress the story. However, if you flick the right analogue stick to the right you should lock on to the wall. Once scanned, you can walk up to this and open it. This contains a piece of concept art. Note: You can scan items that can be disassembled. As we go you will pick up Blueprints which can be used at the transmogrifier to make Wilbur better equipped for his adventures.
Note: You may have noticed the kitchen off to the left if you are facing the garage doors. While there is nothing you need here you can disassemble the fridges to get some more disassembler chests. Remember — if in doubt, scan everything… then disassemble. The dining room is at the end of this corridor. Note the Havoc Seal here too — we are coming back for these later. Grandpa Bud wants you to find his teeth so off to the music room next which is the first door on the left as you exit the dining room.
The frogs are story-related and cannot be missed. After this, return to Grandpa Bud with the teeth. He will tell you that someone else changed the code and we need to see Uncle Art voiced by Adam West in the Yard. If you want, you can fast travel by using the tube here to get back to the living room. If you do this, turn degrees and head out through the door in the hallway. You will see a short cutscene where Uncle Art zooms away in a purple ball thing. Walk in front of the machine to trigger the Protectosphere Course and tutorial.
You need to use the left analogue stick to navigate the course. Once you complete the course you will unlock:. There are three of these courses in the game and an achievement unlocks when you complete all three.
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