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Basics

Art of Fighting Dirge of Cerberus is a pretty straight-forward shooter, and while basic run-'n'-gun tactics will work fine early in the game, it'll take some fancy footwork to avoid death in the later stages. There are two things to keep in mind at all times. First, keep your eye on the target. If you're being shot at, shoot back. Often times, your shots will temporarily stun enemies, interrupting their shooting patterns. The second thing to keep in mind is that you need to always keep moving. Whatever you do, always move while fighting with enemies, even if you're just shimmying back and forth. This will make it a lot harder for enemies to hit you but shouldn't disrupt your aiming at all.

Breakable Objects Most environmental objects are colored with dark, dingy shades, though you'll notice some white items that stand out against their backdrops. These itemsincluding white barrels and white boxesare destructible. Shoot at white barrels from a distance to cause them to explode, taking out any enemies nearby. Smash through white boxes and you'll often reveal hidden items to help you through the missions. These white items are usually placed in carefully thought spots. If you see white barrels, don't blow 'em up until there are enemies that'll feel the heat. If there are no enemies near them yet, rest assured that they'll be there soon.

Kill Chains

If you kill multiple enemies in rapid succession, you'll build up a kill chain that counts in the upper-right corner of the screen. You'll be graded based on your kill chains at the end of every chapter, so try to focus on building kill chains to increase the amount of experience you gain at the end of a mission. One thing that can help build your kill chains is destroying breakable objects. Each item you break, whether it be a white barrel or a white box, will add to your kill chain. You can use them to simply add to your combo, or you can tactfully destroy an item to keep the combo count going. If you go too long without making a kill, your kill chain will end.

Experience and Gil You build experience as you go through each mission, but it's not until the end of each chapter that you'll be given the chance to level up. You have the option of trading your experience points for extra Gil10 Gil per experience pointbut we recommend you never do this. Always take the experience points. If you want to quickly build levels, you can retry the same parts of stages over and over again. Each time you die or complete the stage, you'll earn experience points to increase your level. Of course, you can also turn the experience into Gil if you choose, but we found that experience is much more useful. Weapon Upgrades You can spend large sums of Gil to power up your weapons at any item shop. The upgrades can be applied to the various parts of your guns, letting you customized the parts you like best. However, in our experience, such weapon upgrading isn't necessary. We found the game to be much more manageable by conserving our Gil and using it to buy health restoration and Phoenix Down items. Of course, the choice is yoursbut if you want to get through the game with the least amount of fuss, you might want to consider foregoing any weapon upgrades and saving your cash for other items.

Limit Break The Limit Break is one of Vincent's most powerful and effective items. We recommend having at least one Limit Break ready for any given boss fight, as they can turn the tide in your favor when the going gets rough. Perhaps the best attribute of the Limit Break is its restoration. Activate a Limit Break and your health will automatically refill to 100%. Because of this effect, we recommend saving Limit Breaks for when Vincent is near death to quickly put him back in the game. Limit Breaks also give Vincent a projectile attack that's devastatingly powerful. It knocks down most opponentsincluding bosseseven before they die, making it great for stalling enemies as they try to attack you.

Walkthrough
Ch 01 Ch 02 Ch 03 Ch 04 Ch 05 Ch 06 Ch 07 Ch 08 Ch 09 Ch 10 Ch 11 Ch 12

Chapter Nav // Page 1 // Page 2 // Maps As the mission begins, you're immediately attacked by a trio of Deepground baddies. Drop 'em, then continue along the rooftops to collect items and encounter more enemies. You'll eventually reach an open stairway that leads down to the street level. Watch for a few enemies in the stairwell before emerging outdoors in the next area.

There are more enemies on the streets, as you can expect. Kill them as quickly as possible to save the civilians (you'll be ranked on how many you save later). Follow the road leading south until you find a small alley at the far end. There are some kids you can save, along with a hidden item.

Turn back to the main road and look for a path on the left that leads you directly to the Fire Materia item. After a brief cutscene, continue down the alley to find more enemies in an area that's contained by an electromagnetic barrier. Approach the barrier for a small tutorial screen, then drop the enemies that appear to obtain the card key necessary for continuing.

You'll move through some pretty non-descript alleys and roads (with enemies, of course) before watching another cutscene that shows a child being taken from its mother. As you move into an open courtyard, you'll see the beast-like enemy pull the child into a small container. Gotta save the kid!

Clear any enemies around you before walking up to the container and pushing the button on the front. The door will slowly open (don't mind the countdown) and the beast will leap out. Kill it and the child will be saved. Continue through the streets and take notice of another electromagnetic barrier on the right. Continue past the barrier and grab the Sniper Scope weapon attachment. Equip it right away, then continue to the end of the road to save some civilians from across a burning gap in the road (the zoom from the new weapon attachment will help).

Backtrack just a bit and continue down another hall to find an alley with enemies and a card key. Return to the electromagnetic barrier you previously passed to head inside a building and continue moving towards the goal. There are enemies in the tight halls of the room, as well as the Long Barrel gun attachment.

The indoor halls lead out to a large courtyard where you'll do battle with a Dragonfly chopper. Keep constantly moving to avoid the chopper's fire and don't hesitate to throw your
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attacks at the enemy. Regular shots from your handgun will do solid damage, but for even more punch use a shot or two from your Fire Materia.

When you've drained much of the chopper's health, a number of enemies will drop out and attack you from below. Immediately turn your attention to the ground troops, firing at the white barrels scattered throughout the courtyard to cause explosions that'll wipe out pairs of enemies at a time. When the Deepground troops are nixed, turn back to the helicopter to finish the job.

A cutscene leaves you inside a building after the chopper is destroyed. Move down the hall and inspect the side rooms for items, including the Short Barrel gun attachment. When you've collected everything, head upstairs. After a brief cutscene, you'll need to defeat a flow of Deepground soldiers that pour out from a hole in the wall. Don't worry about the other two enemies. Just shoot the standard baddies until they stop coming.

You'll return to the open courtyard outside of the building. Enemies flood the area in literally limitless numbers. You can sit here and shoot all day, collecting the potion and ammo drops from dead enemies, or just run to the gate to the southeast to let in a small group of WRO members. With their help you can put an end to the flow of enemies in the courtyard.

Move through the gate to the southeast and you'll meet up with some other WRO members, one of which will talk to you. Be sure to ask about supplies and take everything he'll give you (it's free). You can ask him about other things before ending the conversation. Follow the WRO members down the next street and be sure to grab the Griffon gun frame to your left.

Continue through the streets to help out two small groups of WRO soldiers. Defeat the enemies to protect the WRO, then take note of the two electromagnetic barriers that are keeping you from moving further east. Look for a small alcove behind some fencing just west of the southern barrier. Break the boxes in the alcove to uncover a card key.

With your card key you can simply go through the electromagnetic barrier to the south to continue the stage, but instead you should go to the northern barrier. Just beyond the northern barrier is a second card key you can use to unlock the southern barrier, as well as some bonus Gil to collect.

Use the new card key to unlock the barrier to the south and continue through some alleyways. Watch for enemies in the rooftops as you proceed and collect nearby items as you move eastward to another encounter with the Dragonfly helicopter.

This battle with the chopper is a bit different than the last. You'll target one of the legs of the machine and damage it until the chopper keels over on its side. Once you've got the enemy in this position, target the top of the helicopter and unload with all you've got. We recommend firing some shots of materia and following with plenty of regular blasts.

If you run low on supplies, bust into the boxes you find in the courtyard. Your handgun will be your best friend in this battle. Get through it alive and you'll complete the stage.

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Walkthrough
Ch 01 Ch 02 Ch 03 Ch 04 Ch 05 Ch 06 Ch 07 Ch 08 Ch 09 Ch 10 Ch 11 Ch 12

Chapter Nav // Page 1 // Maps The mission starts with a raw shootout against a pack of Deepground beasts. Click R3 for a zoomed-in view that may or may not help you (we prefer being zoomed in) and target the enemies as they run towards you. Be sure to focus especially on any enemies that leap towards the truck to blast it down.

You'll soon be on top of the truck using Vincent's regular weapons. We recommend using the machinegun frame with an extended barrel to up the range of the weapon. Again, focus first on taking out any enemies that leap at the truck to down 'em before they can damage your ride.

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After the truck has crashed, collect the mako nearby and then move north until a cutscene stops your progress. A pack of beast enemies appears, headed by a red beast. As the cutscene ends, kill the enemies around you as quickly as possible, then target the leader who's usually hiding atop the tall rocks in this small area. Use materia attacks if you can to damage him as quickly as possible. Eventually, the leader will jump down to attack you and call in more reinforcements.

The leader beast will drop a card key when he's expired. Use it to unlock the gate to the north and you'll be stopped by another cutscene. This time you'll be attacked by a pack of Deepground bikers. The bikers will circle you before they start actually shooting. Use this initial stand-off to quickly make work of as many bikes as you can. The further you are standing from a bike the easier it'll be to actually hit it with your guns. Focus on one bike at a time until they've all been destroyed. The stage will end when they have.

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Walkthrough
Ch 01 Ch 02 Ch 03 Ch 04 Ch 05 Ch 06 Ch 07 Ch 08 Ch 09 Ch 10 Ch 11 Ch 12

Chapter Nav // Page 1 // Page 2 // Maps Move north through town, making your way through narrow alleys and past enemy beasts. You'll eventually come up to a WRO member that's on the ground. Approach him and a small cutscene will take over, leaving you with the card key necessary to open the electromagnetic barrier to the south.

Backtrack south to the start of the stage and use the card key to open the barrier. There's a doorway just beyond the barrier that lets you inside a building. In this first room you'll find
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the Hydra gun framegrab it. Continue through the building, fighting past some enemy beasts, to reach the next outdoor area of the stage.

As you enter the outdoor courtyard, snipers atop the surrounding buildings will immediately take fire. Use the Hydra gun you just acquired (combined with an extended barrel) to pick off the Deepground enemies in the area. Explore the alleys that branch off from the courtyard to make sure they've all been defeated. When all enemies are gone, you'll see a small child wander across the courtyard. Follow him.

There are some items to grab in the building, along with a couple of enemies. Make your way to the top floor to reach a dead-end, then go back downstairs to see the child run out the door and back into the courtyard. Follow him out and kill the Deepground enemies that are threatening the boy.

The boy offers to lead you to a card key so that you can progress through the stage. Follow him into a building and along some upper walkways while offering him protection from the hounds that attack. If you get too far behind or ahead of the boy, he'll stop and wait for you to get nearby before continuing on his path. You'll eventually head down some stairs to fight off one enemy and grab the needed card key.

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After a brief cutscene, you'll be back out in the main courtyard. You can backtrack along the path the boy took you to return to the stairway where you got the card key. You'll find the Model Gun gun frame which isn't particularly useful, but good to have nonetheless. When you've got it, return to the courtyard.

At the north end of the courtyard is the electromagnetic barrier you can now open. Keep heading north until you reach the end of the road, then look for a narrow alley to the right. You'll run into some Deepground soldiers almost immediately as you enter the alley. Look for enemies perched on balconies overhead as you push out to the next main street.

The alley eventually opens up to a wider part of the stage. There are lots of item boxes around as well as enemies. Keep moving south until a cutscene shows you a few soldiers guarding a stairway. Blast the barrel on the stairs to start the fight, then move in to clean up.

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You'll go up some stairs and then down some stairs before reaching a large, open area of the stage. You'll likely want to use your rifle to pick off the far-away enemies in this section. Push south, watching the direction of oncoming bullets to figure out the location of Deepground soldiers.

The path soon turns left into a tight passage packed with enemies. Shoot the white barrels to get easy instant kills and push your way to the door to the east. As you step inside, a cutscene will take over and introduce you to a new boss enemy, the Heavy Armored Solider.

Though the Heavy Armored Soldier is the strongest baddy you'll have to deal with here, the surrounding Deepground soldiers are actually a lot more dangerous. As soon as the fight starts, pick off the Deepground soldiers around you. They should each die with one shot, letting you quickly dispatch them while avoiding the Heavy Armored Soldier.

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When all of the lesser enemies are dead, it's time to focus your attention to the main event. Backpedal and strafe away from the Heavy Armored Soldier and try to keep objects--like crates and pillars--separating the two of you at all times. Keep circling around a set of crates and you should avoid any close encounters with the powerful enemy. Unload with your handgun and fire materia to kill the enemy in short order.

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Walkthrough
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Ch 01

Ch 02

Ch 03

Ch 04

Ch 05

Ch 06

Ch 07

Ch 08

Ch 09

Ch 10

Ch 11

Ch 12

Chapter Nav // Page 1 // Page 2 // Maps The action starts hot with enemies in all directions. Quickly clear the room with the help of the WRO soldiers and watch out for the missiles coming from a heavily-armored soldier that's on the second floor of the complex. When the first floor is clear, take the stairs to the next level of the building.

Watch for enemies on the second floor, as well as shots coming from the balconies overhead. On the far side of the second floor is an electromagnetic barrier. The card key needed to unlock it can be acquired by killing the Deepground enemy in the northeast corner of the floor.

A stairway just past the electromagnetic barrier will lead you to a small group of WRO soldiers that immediately attack a couple of Deepground across the way. Help kill the enemies and then look on the floor above (and to your left) to intercept the missiles of a heavily-armored baddy.

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You need to get to the stairway on the other side of the floor but the west side of this third floor is unfortunately blocked by barriers. To get around the barriers, go through the doors along the walls to enter side halls that'll take you around the electromagnetic barrier. You can get some extra items in these halls before heading up to the fourth floor.

There are WRO soldiers to be saved on this fourth floor. Watch for enemies as soon as you get upstairs, then make your way east to save another couple of WRO (do not explode the white barrel near them). There are a couple more Deepground enemies in the northeast corner of the level (as well as one WRO member), one of which is holding the card key you need to reach the fifth floor.

Go to the northeast corner of the fifth floor and you'll see a few enemies retreat in an elevator. Take out the stragglers, then return to the fourth floor to find the elevator and its occupants. Clear out the elevator and hop inside to ride back to the fifth floor. Blow up the white barrel behind the turret to your left to safely access the doorway on the west side of the building and move on to the next part of the stage.

Immediately after the cutscene you'll be under fire from a couple of Deepground enemies as a countdown starts. Move through the halls and watch for enemies in very close combat. As you move up a stairway, shoot down the white barrel that rolls down the stairs before it hits you. At the top of the stairs is a pair of armored baddies to deal with. Luckily they're not too tough.
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A cutscene at the end of the hall takes over, after which you'll have to return to the bottom floor of the building. Backtrack through the hallway to return to the main fifth floor area, then take the elevator all the way down to the ground floor. A doorway to the northeast is now unlocked.

You'll find a few WRO soldiers in danger just as you go through the door. Save 'em, then head downstairs to be the hero of more WRO soldiers. This next batch of enemies you kill will drop a card key that unlocks the electromagnetic barrier just ahead. Through the barrier are more enemies, including a couple of armored bots that are best dealt with via an explosion from the white barrel in the hall.

More Deepground enemies and armored bots await down the hall. Be sure to grab any card keys that they drop so that you can make your way to the southernmost hall. A doorway at the end of the hall leads to a cutscene and a boss fight with Selke. Selke is very fast and hard to get a bead on. If you've got a Limit Breaker item we definitely suggest using it now. In Vincent's alternate form, you can easily deliver some melee attacks to combat Selke's wicked speed, then follow up with some long-range shots as she flies back from the attacks. With this strategy, it won't take long before Selke is defeated.

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Don't rest just yet, though. After the long cutscene that follows, you'll have to face off against Azul, the massive brute you met earlier in your adventure. The fight with Azul is slow-paced and pretty easy provided you know how to jump. Blast the white barrels that are near Azul to deal tons of damage and wait for him to lumber close to other barrels to continue hurting the enemy.

Azul will occasionally send attacks of his own, so be ready to jump away at any time. Azul's shockwave attack can only be avoided by jumping, and even his projectile shot is most easily dodged with a sideways leap. Be patient and quick to jump and you shouldn't have any problems defeating Azul with explosions from the white barrels.

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You'll encounter some new enemies while pushing through the early parts of the sewers. Be sure to check for items tucked away in the small alcoves lining the sewer tunnel as you make your way towards the electromagnetic barrier just ahead. To get around the barrier, explore the alcove to the right to find a ladder you can climb.
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Once up the ladder, drop down on the other side of the barrier and be ready to fight. An enemy perched up high will open fire as a couple of brawlers move in close for the kill. They'll drop a card key that you can use to open up the barrier to the west.

The next stretch of sewers is very straight-forward. There are enemies to watch for, many of which will be unaware of your presence and open to a sneak attack. Be sure to inspect all the nooks and crannies of the sewers to collect items as you make your way towards the next section of the map. You can easily find the Blizzard Materia just before reaching the next map area.

You'll start moving north at the third section of the map. After downing an enemy that drops a card key, grab the key and open the electromagnetic gate to the left. There are some items to get (including a ton of cash) but you'll have to fight off a pack of enemies before you can get out alive.

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Just across the main sewer tunnel is a small alcove to the right that leads to a ladder. Climb the ladder and move east to fight off some sewer baddies on the upper catwalk of a circular room. Activate the switch on the catwalk before dropping down to the lower level to clean up the enemies below. There's a second switch on the lower level of the room. Activate it to raise a gate, letting you continue north to a ladder at the end of the sewers.

The ladder leads up to a room packed with crates and enemies. Look along the upper walkways to intercept any enemy attacks, then explore the north end of the room to locate an elevator entrance. Before stepping into the elevator, however, we recommend ducking in and out of the room to the northeast. There are some good items to get (including a Power Booster for your guns), but lots of enemies to worry about. Just run in and quickly retreat to avoid dealing with the respawning Deepground soldiers.

Return to the elevator and wait for the doors to open. You can ride to the second floor to continue down a hall and make use of an item store. Move to the third floor when you're ready and go south onto a narrow walkway. As you approach the door on the far side of the walkway, the door will close and enemies will attack from the sides of the room. They'll only attack from one side at a time, letting you focus your shots free of worry from an attack from behind.

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After the cutscene, you'll take control of Cait Sith in an attempt to move through the sewers undetected. You don't have any weapons with which to defend yourself so it's very important that you stay unseen. Start by moving east. You'll jump over a few pipes before a cutscene shows you a guard up ahead. Wait for the guard to move away, then leap over the next pipe and duck behind a crate to the left. As the guard walks by, quickly run to the end of the walkway and jump (careful!) on the pipes below to reach a landing with another crate.

Wait for the two nearby guards to move away from you before following behind the guard that's moving west. He'll eventually stop next to a crate. Run behind the crate and wait for the guard to retreat before approaching the edge of the platform.

Your next move is to drop to the ground level below. Wait for the guard below to turn away before dropping and moving to the left to hide behind a tall, vertical pipe. When the guard to the south turns his back to you, quickly come out and shove the white barrel to take him out. Move west and you'll find another white barrel just around the corner. Wait for both nearby guards to turn their backs before coming out to push the barrel into the nearest guard.

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With the second guard downed, jump onto the stack of crates to reach the exit behind the small robots. In the next area, move left up some stairs to get behind a white barrel. Wait for the soldier at the bottom of the stairs to get lined up before pushing the barrel down the stairs and into the baddy. Just beyond the now-dead soldier is a circular platform with two guards on patrol. You'll have to sneak between them, silently walking behind one of them as he makes his rounds. You'll find the exit just ahead.

The focus now switches back to Vincent as he seeks out the Omega Files hidden in this building. Move directly south to trigger a cutscene and then explore the adjacent rooms to find items (and enemies). Keep pushing south until you reach a long hall that connects back with the north end of the stage.

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Follow the hall back north and explore the rooms that branch off to the left to find some items, including the first Omega Report. When you've got the report, go back south to continue to the next area to the southeast.

You'll run into some new enemies in the dingy basement section of the stage. These ninjalike baddies will charge towards you for a close-up attack. Be sure to drop them quickly as you make your way through the basement. After turning north again, you'll be locked in a small area by a couple of electromagnetic barriers.

There are four mines in this area that you need to disarm. Walk around the area slowly to make the mines appear without setting them off. Once you've revealed a mine, shoot it with your guns to disarm it. When all mines are destroyed, a card key will appear that will let you drop the barriers.

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Just a bit further north you'll approach a small chasm. Activate the nearby switch to enable a platform that moves back and forth across the chasm. Continue moving until you reach the next area of the map, at which point you can detour to the left to grab some items. The path to the left circles back to the very beginning of the stage. If you've got no business there, return to the basement to the east and keep heading north.

You'll eventually reach a tall spiral stairway that's guarded by enemies overhead. The stairway leads up to the second floor of the manor. A large, open foyer ahead is packed with enemies and neighbors a number of rooms to the east and west. Enter these rooms before going through the doorway at the bottom of the steps in the main foyer area. In the western rooms, you'll find a second Omega Report. The third Omega Report can be found in the downstairs room to the southeast.

When you've got the two Omega Report disks from the second floor area, go to the bottom of the stairs in the main foyer and go west through a narrow hall. The hall winds around, taking you through areas with enemies (be ready with materia attacks!) until you reach a new section of the map.

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Once in the next section of map, move north to find a quasi-hidden door along the left wall. Open the door and a cutscene will take over. With the cutscene ended, backtrack through the manor (watch for the explosive orbs on the ground--shoot 'em!) to return to the main foyer.

The Black Widow boss awaits your arrival in the foyer. The enemy is quick and relentless, but there's a trick that makes defeating the Black Widow a cinch. Simply run up to the top of the stairway and move far enough back that the enemy's shots are wasted on the wall in front of you. You can then zoom in with your handgun or rifle to deliver unreturned fire on the enemy Black Widow.

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Walkthrough
Ch 01 Ch 02 Ch 03 Ch 04 Ch 05 Ch 06 Ch 07 Ch 08 Ch 09 Ch 10 Ch 11 Ch 12

Chapter Nav // Page 1 // Page 2 // Maps As the mission starts, you'll fight against a couple of robots that don't offer much for concern. Just keep a good distance between you and foes and strafe to kill them. A third bot will appear when the first two are dead. Destroy it, wait for it to explode, then grab the card key it drops to continue heading east.

You'll move through a long canyon that's loaded with enemy beasts. If you look ahead, you can often get a drop on enemies before they know you're there. The path winds east, then north before reaching a dark tunnel that opens to a wide canyon below.
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Before dropping down to the bottom of the canyon, use your rifle to pick off any Deepground soldiers you can spot. When the area is clear of baddies, drop down and be ready to fight yet more enemies that appear. There are tons of items in the area so be sure to inspect the tents before continuing to the southwest.

A prompt soon appears that tells you to save some WRO soldiers. Move forward until you find the WRO members struggling to fend off an attack from Deepground soldiers. Clear the area of enemies, then quickly rush to the far west end of the yard. As a second prompt tells you to defeat a pack of Deepground choppers, hop into the mounted turret and take aim at the sky.

Choppers will appear in the sky, first one at a time and eventually flying in packs. Watch the direction the WRO members are aiming for an early hint at the direction of the choppers. Unload on 'em with the machinegun turret until you see them spark and explode.

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The fourth chopper that appears will begin launching missiles towards you and the WRO soldiers. You can use your turret to target the missiles as they fly and shoot 'em out of the sky. If you ignore the missiles, not only will you sustain damage but you'll also lose valuable help from the WRO soldiers as they die off.

After downing the fifteenth chopper, watch it crash-land as a pack of heavily-armored Deepground soldiers pours out. Hop off the turret and take 'em down with your guns to finish protecting the WRO soldiers. The last-killed enemy will drop a card key that you can use to open a doorway to the north.

The hall behind the door leads out to a large open lot that's absolutely swarming with enemies. You're best off sticking to cover behind a truck or container while peeking out with sniper fire to take out the enemies one-by-one. If you simply rush out into battle you're not going to last long in this heated battle.

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Push north through the lot and remember to be patient. Before long, a small group of WRO members will come to your assistance. Aid them in stamping out the Deepground before entering a doorway to the northeast. The door leads you through a series of very tight halls in which you'll encounter enemies. There's a well-placed white barrel you can explode in the halls. That's well-placed for you, of course, and not so well for the Deepground baddies.

Another open lot is found at the end of the hall and it's home to yet more baddies (though thankfully not as many). Clear out the enemies to the west to grab the card key they've got, then continue north through the electromagnetic barrier.

Once in the next area, move close to one of the walls to your left or right and pick off the Deepground enemies in the area to the north. More enemies will invade the area as you push further north, so constantly be listening for their chatter as you make your way towards the ramp on the far end of the lot. Be sure to stock up on items as you go. When you reach the top of the ramp to the north, a boss fight with the Black Widow II commences.

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Before engaging the Black Widow II, focus your efforts on stomping out the pack of Deepground soldiers surrounding the powerful boss enemy. Drop 'em dead to collect their items (including a weapon upgrade), then look to the south. Along the upper level of this area you'll see two mounted turrets. Run to them!

Hop behind the controls of a turret and take aim at the Black Widow II. The only attack to worry about is a volley of missiles the enemy will launch your way. The missiles track and are hard to dodge, even if you're on foot. However, with the power of the turret you can shoot down the missiles in between spurts of fire directed at the enemy. Be sure to intercept all incoming missiles and you should be completely safe from the Black Widow II's attacks.

With the Black Widow II destroyed, you'll move on to a large room that's currently seeing battle between the WRO and Deepground forces. Make short work of the enemies using your long-range attacks, and look overhead to pick off all enemies on the upper level of the room. When the room's clear, enter the doorway to the northeast and proceed through the hall (watch for a couple of enemies). At the end of the downstairs hall is the level's end.

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Move about Cid's ship and you can speak with the other passengers. Go to the far east end of the ship and speak to Reeve to trigger a cutscene that leaves you back at the west end of the ship.

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Keep traversing the ship's halls and talking to all the major characters (Yuffie, Cid, Reeve). After you've spoken with all of them multiple times each, go to the lower level of the ship and head into the engine room in the center. As you do, a cutscene takes over that progresses the game.

Chapter Nav // Page 1 // Maps

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Walkthrough
Ch 01 Ch 02 Ch 03 Ch 04 Ch 05 Ch 06 Ch 07 Ch 08 Ch 09 Ch 10 Ch 11 Ch 12

Chapter Nav // Page 1 // Page 2 // Page 3 // Page 4 // Maps You'll find yourself on the streets of Midgar. Move forward to group up with a couple of WRO soldiers. As you move out from behind the trains, target a white barrel to the right to take out the mass of enemies. Continue around the corner to the east and you'll meet up with more WRO.

Lead the WRO westward to take out a few enemies. Before heading into the building, you can move to the far west end of the yard to find another soldier to augment your forces. Once in the tight hall, watch for a large pack of Deepground baddies that you need to take out. One of them is holding the card key required to get past the electromagnetic barrier in the hall.

As you exit the hall, you'll fight a few Deepground across a wide open courtyard. Look for a lone enemy perched on a rooftop behind you, then continue north to the next area. You'll have to snipe down some Deepground to the west, but also watch out for a small group of enemies that attack you from very close-up.

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When the area's been cleared, continue west and around the corner to find another electromagnetic barrier. Just as you find the barrier, a heavily-armed enemy shows up to take you on. Kill him to get the card key he's carrying, then continue through the stage.

As you head north, watch for more Deepground to challenge you. Back away and take them out from afar before moving up to another electromagnetic barrier. A swarm of small bots will cover the floor. Quickly take them out (machinegun fire works well) to get another card key that lets you through the next barrier.

After breaking inside, you'll continue on your own. Move east and then south through the crowded train lot, constantly watching overhead for enemies perched up high. You'll have to jump into a train car to make your way to the east side of the lot where more snipers wait for you.

You'll eventually reach a new area of the map at which point you're prompted to save the remaining WRO members. Just around the corner to the north is a small set of Deepground that need a beating. Watch your back, though, as there are two turrets to the south, mounted on a tower.

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As you make your way from the northeast corner of the lot, watch for more turrets in the distance. They're currently pounding a small group of WRO, letting you zoom in from afar for an easy snipe. Move to the south and look around the next corner to find an entrance to a building.

In front of the first train car inside the building is an Omega Report to collect. Make your way through the building while watching for a few enemies that attack. As you move through the next bit of stage, making your way towards the destination point on the map, be sure to collect all of the items scattered around. Many of the items are packs of 2,000 Gil, making it worthwhile to search for every one.

When in the east side of the train car storage building, you'll have to look for another open car to walk through on your way towards the destination point. You'll find a WRO member in the train car and get a call from Selke who marks your next destination.

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Continue through the train car and make use of the nearby item store to stock up on gear. As you head outside to the south, you'll be prompted to defeat an enemy commander. The commander is usually located in the southeast corner of the wide open yard, though he's not alone. Stay near the southwestern end of the area and pick off the surrounding Deepground soldiers before tackling the head honcho.

The commander will be protected by two powerful bots that constantly fire missiles your way. You can intercept the missiles with bullets from your guns as you struggle to keep a bead on the main enemy. We recommend using a Limit Break to refill your health and make a run straight for the commander. He won't be able to retaliate against Vincent's beast form, so unleash projectile and melee attacks until he's defeated. Grab the card key the commander drops.

Use the card key to move through the doorway to the north and you'll go into a tunnel that's packed with enemies on the east end. Pick off the enemies with sniper fire from afar until reinforcements arrive and rush towards you. You can backpedal back out to the open yard where you killed the commander, giving you plenty of room to take out the aggressive baddies.

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When the hall is clear, move east and continue through the tunnel. As you turn west again, watch for a smaller batch of Deepground soldiers to roll out in front of you. Drop 'em, then continue north to exit the underground tunnel.

This large, open yard is crowded with train cars (surprise!) but is surprisingly bare on enemies. Move north through the train cars and you'll eventually trigger a cutscene that introduces a pack of flying baddies. These flying enemies are hard (if not impossible) to dodge, so be ready to use potions to restore your health when you get low.

Running away from the flying Deepground soldiers will let you move the enemies to just one side of you, which is good because you won't be taking shots from every angle. There's also a train car to the northwest that you can go inside and be completely safe from attacks. It's a good place to chill while you fiddle with your items. When you're ready, unload your attacks on the enemies and try to focus on one at a time. They'll go down pretty quickly, ending the mission.

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You'll start the mission next to some WRO members that'll lead you to a few enemies that need dealing with. Clear the area to the west and grab the card key the enemies drop. Turn backwards through the hall and use the card key to drop the electromagnetic barrier to the north.

As you enter the area crowded with white boxes, Deepground enemies flood in from the north. Zoom in with your gun to shoot the white barrels near the enemies, then pick off any stragglers before collecting the items in the area.

Continue following the WRO members around the next corner and you'll encounter just a couple of enemies. The path tightens and leads northeast. You'll eventually catch up to some WRO members that are standing guard near a mounted turret. Jump behind the controls of the turret and unload on the Deepground enemies that pour out from the doorway ahead.

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The last enemy killed will drop a card key that you need to unlock an electromagnetic barrier inside the next hall. Continue through the hall and you'll climb a ladder up to a walkway that's blocked by a series of rising and dropping electromagnetic barriers. You'll have to walk through the barriers while avoiding the floating mines that are hovering around the area. Also watch for a couple of enemies that take pot shots from the far end of the walkway.

Once through the series of barriers, you'll meet up with some WRO that are fighting a few Deepground baddies. Blast the white barrels at the far end of the hall to thin out the forces before pushing through to another mission prompt.

After the mission prompt, you'll round a corner only to be faced with an assaulting robot charging your way. Simply back away from the bot and get around the corner to let the robot smash itself dead into the wall. Continue up the hall until you reach an item shop. Just around the next corner to the right is a long hall with a mounted turret at the far end. Peek out with sniper fire to drop the turret gunner quickly.

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With the turret gunner destroyed, move east through the hall to reach a room that's covered with electromagnetic barriers. There are very small red nodes you can shoot (zoom in!) that will, one-by-one, disable pieces of the barrier, letting you collect the items in the room. When you're done there, run down to the empty turret and take control of it to intercept the rush of Deepground that come from behind you. When they've been cleared away, climb the ladder behind you to collect some mako and continue.

There's an optional path in this next stretch of area. Go straight down the hall and you'll be prompted to protect a few WRO members as they go through a deactivation process. Crouch down so that you can see under the door and keep your sights zoomed in on the WRO member that runs down the hall. Deepground enemies will come in from the right side of the screen. Blast 'em down before they get a chance to reach your WRO protectee. Keep up the protection until the countdown timer goes away.

Once the deactivation has completed, you can walk under the doorway and follow the WRO to a shootout around the corner. Watch for falling barrels that slowly skate down the stairway and towards you and your team. Destroy the barrels from afar using your sniper rifle (they take multiple shots) and clear out the enemies at the top of the stairs. You can then move upstairs and climb a ladder to grab tons of items, including the G-File.

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Backtrack to the previous hall to find a room that branches off to the left. Inside you'll find a number of enemies that you can snipe dead, one of which drops a card key. Use the card key to open the barrier in front of the elevator, then activate the control panel to the right to open the elevator door. Another control panel inside the elevator will bring you to another floor of the level.

As the elevator doors open, you'll fight off some Deepground enemies as another spider bot charges around the corner. The only way to save the WRO members that are with you is to run Vincent into the bot to explode it. You'll take a decent chunk of damage, but otherwise you'll have to jump past the bot and let it explode on the WRO teammates.

Continue through the hall and you'll be prompted to defeat some sentry bots. Let the bots move near each other and then use a materia attack to damage them all in one go. Collect the items in the hall, then step into the elevator to ride to the next level. Another pack of bots attacks and the same tactic will work against them. This time, however, you'll have to watch for rockets flying at you from behind the stack of boxes at the far end of the hall.

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To the south is an item shop you can use before heading through the next doorway and into a boss fight. You'll be able to spot Rosso standing in the center of the large, open room. Before approaching her, collect items in the area to make sure you're sufficiently well stocked. This boss fight is probably the hardest part of the game so far.

At first, Rosso's attacks are pretty simple. She'll either dash back and forth while peppering you with machinegun fire or dash in quickly for a melee combo. If you see Rosso dash towards you, run away as fast as you can. It'll take a while before she gives up her chase and resumes her machinegun attacks. If you get caught with one of her melee combos, be prepared to suffer some considerable damage.

When you've notched away a decent chunk of Rosso's health, a cutscene takes over that marks the serious point of this fight. Rosso will start using a crimson fireball attack that launches two homing projectiles. These homing fireballs are nearly impossible to dodge, and your best bet for evading the attack is to hide behind the crates and pillars on the west end of the room. While Rosso launches this attack, pick away at her health using your rifle or handgun weapons.

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Of course, you'll also have to watch out for Rosso's damaging melee attack. She's even more aggressive with her forward dash, forcing you to retreat quickly and carefully to avoid backing into an object that'll prevent your escape. Also, when fighting Rosso from a distance, continually strafe back and forth to avoid her surprise ground projectile. The attack will pass through any object, making it tough to see coming if you're using objects for cover.

By far the best way to attack Rosso is using Vincent's limit break transformation. Transform into a beast and use the projectile attack to hold Rosso at bay. Many of the hits will knock Rosso down, and if you simply stand back and unload the shots Rosso will have a very hard time countering.

Chapter Nav // Page 1 // Page 2 // Page 3 // Page 4 // Maps

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Before going into the large building ahead, take time to scour the area to the south to find loads of items. Once inside the building, you'll have to fight off a couple of aggressive baddies. Head upstairs to fight a couple more, then watch the entrance to the building as some Deepground bust in (a few hounds will come at you at the same time, but from upstairs).
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Continue moving upstairs until you reach a floor with an opening to an empty elevator shaft to the north. Drop into the shaft and you'll return to the ground floor level of the building (though you're now in the northern half). From here you can access the next area by dropping down to the southeast.

You'll continue through a hall after dropping to the bottom of the latter. Watch for a few insect enemies that impede your path as you move towards the destination point.

A cutscene will show Vincent drop down to the basement of the Shinra building. Watch for Deepground enemies to attack as soon as you drop, then push through the basement hall, making your way north. In the very next room, you'll run into Deepground resistance that attacks from an upper catwalk. Hang back and snipe 'em dead, then continue into the next hall.

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You'll have to navigate through a couple of rooms filled with insect enemies. We recommend a good blast from a materia attack to damage the lot at once. Once through the rooms, turn south and use a nearby white barrel to take out the pair of Deepground that rush at you from the adjacent room.

Continue making your way to the southeast corner of the map. Once you get there, you'll turn north and head into a room that's filled with explosive barrels and a single enemy on the upper catwalk. Just beyond this room is a doorway that triggers a cutscene, marking the arrival of an infinite supply of enemy insects.

You can sit there and fight the insects indefinitely (they're a good source of chains), or you can simply move west and close a door behind you. When you finally reach the room adjacent to the destination marker, near the northwest corner of the map, you'll fight two Black Widow enemies at once.

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This battle is pretty simple. Hang back with your guns (we used the machinegun frame) and pelt the the Black Widow enemy that's on the ground. The enemy on the ceiling will stay put and unleash harmless attacks while you pummel the first Black Widow to death. When you've killed the first bot, target the one on the ceiling and repeat the process.

With the two Black Widow enemies destroyed, call the elevator to the east and ride it to the next floor. The area has no map, but there are lots of items to collect, including one mako pad and a "top secret file" that's located in the room to your left as you step out of the elevator.

When you've collected all items, look for a door located directly behind the elevator. Move through the doorway and down the following hall until it opens up to an outdoor area. There are two flying enemies guarding the outdoor walkway and they've got relentless machinegun fire. Stay inside the hall and peek out with rifle fire to bring down the baddies before venturing onto the walkway.

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Once across the walkway, you'll go back indoors. Four enemies will enter from the far side of the room, so be ready to quickly take 'em out. The path narrows again before opening up to another similar room. Again, enemies come to defend the Deepground base, but this time they've brought dogs. Hang back in the narrow hallway and peek in with sniper fire. When the room's clear, look for the second top secret file inside.

Just ahead you'll reach a door that leads outside as a few Deepground enemies attack you from behind. Once outdoors, a cutscene takes over and leaves you with a map of the building. Continue across the outdoor walkway and into a room with an elevator platform. As you descend, shoot down the floating mines that surround you.

When the elevator stops, leave the tower to reach the next area of the Deepground headquarters. As you push through the next few rooms, you'll encounter enemies that take cover behind short walls. Try to pick them off one at a time, peeking around corners to get early shots on them without opening yourself to attacks from all sides. As you make your way through the office rooms, look for a total of three top secret files.

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As you leave the office area by heading to the northwest exit, you'll run into two Deepground soldiers taking cover behind a pair of bot shields. Snipe the soldiers from afar and then run past the bots to the door at the far side of the hall. Another elevator is waiting at the end of the walkway.

ear 1 month ago

Walkthrough
Ch 01 Ch 02 Ch 03 Ch 04 Ch 05 Ch 06 Ch 07 Ch 08 Ch 09 Ch 10 Ch 11 Ch 12

Chapter Nav // Page 1 // Page 2 // Page 3 // Maps More of the surveillance bots will float around you as you descend, and these guys are a lot more aggressive. Wait for the bots to float away from your elevator platform before shooting them down, or else you'll get a face full of explosion. About midway down the elevator ride, a large ring of bots will surround the platform. Do not shoot them. Instead, focus on dropping the Deepground soldiers surrounding you. When the elevator stops, move away from the surveillance bots before shooting 'em down.

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Leave the elevator and head into the next floor of the Deepground HQ. Once you reach the first open room, watch for three heavily armored enemies to storm in. Lure them into standing close to each other so you can hit them with a materia attack to damage them all at once.

As you move through the long hall to the north, each door that opens up reveals a new set of enemies to deal with. Your machinegun should let you mow through the lot of them before reaching a room with a few items and an item shop. Stock up wella boss fight waits on the other side of the next door.

You'll fight against Azul again, but this time you don't have explosives to help you. Stay close to the center column in the middle of the arena and you should be able to avoid most (if not all) of Azul's attacks. Peek out from behind cover (keep the column on your left) and take shots in between bouts of running away. If you see Azul raise his gun, double jump to avoid the ground attack wave that follows.

Keep up this pattern until you drain all of Azul's health. Instead of dying, Azul changes forms and presents you with a second boss fight. This fight is much more of a challenge. Not only is Azul a lot faster in his beast form but he's also invulnerable to normal attacks. You'll have to damage the enemy exclusively with materia attacks.

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We recommend using the blizzard materia (it does the most damage per hit). To refill your mako points, lead Azul over the short boxes that line the perimeter of the arena. Azul will destroy the boxes, revealing mako pads that slowly (but surely) regenerate. Stock up on mako, unload your materia attacks, then grab more mako.

When you've used all of the mako pads, you'll have to simply hold off Azul while you wait for the pads to regenerate. Simply run backwards, away from Azul and you should be able to avoid taking damage. The enemy will occasionally stop to let out a projectile attack. You can avoid this either by luring the shots into the center column or by timing a jump so that the projectiles fly under your feet.

Chapter Nav // Page 1 // Page 2 // Page 3 // Maps

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You'll be interrupted by a cutscene early in the stage and introduced to a new type of enemy. Eight of these bat-like creatures will fly around you. Patiently pick them off (watch for Deepground soldiers, as well) until you've killed all eight. When all of the flying baddies are downed, a heavily armored soldier will storm onto the scene. Drop him and he'll drop a card key.

You can use the card key to unlock the electromagnetic gate at the west end of the map. Drop down to collect some items and then continue eastward to pass through another electromagnetic barrier (it'll already be disabled). As soon as you drop, turn around to locate a hidden file, then turn around to intercept the enemies that attack. Make use of the nearby white barrels.

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Look for a break in the railing so you can drop down and continue south. You'll enter a hall with a mako pad. Follow the hall to the next area of the map.

As soon as you reach the new map, look south to find a couple of Deepground soldiers with their backs to you. Snipe 'em, then head south. A couple of floating bot enemies will hover back and forth across the platform while haphazardly shooting at you with gunfire. Try to keep distance between you and the enemies when you kill themthey explode in a fireball that can potentially damage Vincent.

With the bots dead, grab the dropped card key to unlock the electromagnetic barrier. As you drop down onto the platform below, be ready to shoot down the four barrels that drop in front of you. With those cleared, move towards the platform ahead that's covered in items. As you approach it, a speedy soldier will snatch up the items and take off through the stage.

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Follow after the soldier, dropping down a ladder to a lower level of the stage. As you move to the south edge of the map, an electromagnetic barrier will appear in front of you as a heavily armored soldier appears behind you. Take out the heavily armored baddy, then snipe down the enemies perched along a catwalk to the west. The armored soldier will drop a card key that unlocks the electromagnetic barrier.

Move north to the next section of the map and you'll reach another outdoor area, much like the area at the beginning of the chapter. A cutscene introduces you to enemies that are wearing shields that stop your bullets. Use melee attacks or materia shots to kill 'em (and make sure you stay very mobile to avoid too much punishment in this open area).

The last enemy you kill will drop a card key. Use the key to unlock the electromagnetic barrier to the southwest and continue back into the building. Once inside and near the item shop, use your rifle to snipe down the three Deepground soldiers that are on patrol (but unaware of your presence). When you drop down to the platform below, a few enemies will appear and fight.

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Keep moving west and dropping to lower levels. You'll fight a few enemies on your way, but there's nothing major to worry about. When you reach the bottom level of the warehouse, destroy the boxes with machinegun fire to reveal enemies and items. One of the boxes will reveal a card key (for us, it was the southeast-most box).

With the card key in hand, start making your way back up the platforms. Deepground soldiers will challenge you as you ascend, so be ready to pick 'em off with your rifle or handgun. Unlock the electromagnetic barrier near the top level and continue east to the next map.

Move down the hallway and don't worry about the bullets that fly in through the ceiling. When you reach the northern area of the map, a cutscene will take over that leaves you in a cart that rides on rails. While you ride, Deepground soldiers will pursue. Your gun will automatically target their hard-to-kill vehicles, but you want to force your aim onto the soldiers to quickly eliminate the threat. Zoom in to get quick, one-hit kills as the cart ride continues.

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After a brief interlude, the cart ride continues. This time, however, you'll be defending yourself against a chopper attack. Unfortunately there's not much room for evasion, so you'll have to focus bringing down the enemy as quickly as possible. Use materia attacks to deal large chunks of damage and continually pound the chopper with machinegun fire.

The chopper will soon go up in flames and the cart ride will end, leaving you in an area that looks very similar to the area you just left. Move east and start crossing a bridge. The bridge invariably gives way, dropping you into the bottom of a large cavern. Continue south to reach the next map.

There are some items to collect before heading east to follow the path that leads north. As you move north, be ready with your rifle as Deepground soldiers from all angles snipe at you. Some of the soldiers will be armed with shields that can't be pierced by bullets. Again, materia attacks and melee strikes will do the trick to bring 'em down.

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When you reach the northeast corner, look for some soldiers below, one of which will drop a card key. Drop down to the rooftop under the walkway and look for a hidden G-File. Look for a nearby electromagnetic barrier that you can open and move down the spiral stairway.

As you reach the bottom of the tight stairway, an electromagnetic barrier will appear and three enemies will drop on you. Take 'em out with machinegun fire and grab the card key one drops so that you can continue heading south. Be ready with your machinegun stillturn the corner to the south and a heavily armored soldier will be right in your face. Drop him to knock out the card key he's carrying.

Just a bit further west and you'll drop down into a destroyed building. Snipe out the enemies to the south (explode the white barrel on the bottom level) before dropping down another level. Use your machinegun or handgun to take out the enemies that flood the area as you drop.

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Continue along the linear path to drop down to a mako pad. Be ready with your rifle as you do, as snipers quickly take aim at you. With the snipers dead, drop down and move straight north to grab the Blast Machine Gun frame.

ear 1 month ago

Walkthrough
Ch 01 Ch 02 Ch 03 Ch 04 Ch 05 Ch 06 Ch 07 Ch 08 Ch 09 Ch 10 Ch 11 Ch 12

Chapter Nav // Page 1 // Page 2 // Page 3 // Page 4 // Page 5 // Maps As you grab the frame, a rush of enemy hounds drops in from the north. We recommend making use of that new gun frame to quickly stamp 'em out. The last crowd of hounds will bring with them a card key that'll unlock the electromagnetic barrier behind you.

Move west and up some stairs, still looking out for snipers that are perched atop the surrounding buildings. An electromagnetic barrier will close up behind you with a second barrier to the west. The card key can be found just east of where you're standing. Move
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towards the barrier to the west and two heavily armored soldiers will drop in front of you. Drill 'em 'til they're dead, then unlock the barrier to continue west.

You'll move through a fair bit of level before encountering any more enemies. Just make your way towards the southwest corner of the map until you reach an electromagnetic barrier. From there, go north and a barrier will appear behind you. Man the nearby mounted turret and prepare for all-out war.

The moment you man the turret, a swarm of enemies appears to the north. Focus on taking out the enemies closest first, then look for the Deepground holed up in the small windows and doorways in the distance. Be on the look out especially for floating mines (you want to destroy them before they get close) as well as missiles coming from enemies. After a long series of baddies, you'll mow down two Black Widow bots. The last bot down will drop a card key.

Use your card key to open the electromagnetic barrier to the south so that you can collect items and a second card key. Use this card key to open up the barriers to the north and clear out the enemies just beyond. Keep heading north to the northwest corner of the map, and take note of the barrier to the right that's holding you back from collecting a load of cash. There's a hole in the building along the north-facing wall that lets you inside to grab the loot.

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Just after grabbing the loot, a bunch of enemies will spawn to the north and west. The enemies to the west (just beyond the electromagnetic barrier) have shields and must be damaged with materia attacks. Clear the area, then move east and onto a bridge.

As you step onto the bridge, electromagnetic barriers go up around you and enemies appear with them. There's a limit break item on the bridge, and now's as good a time as any to use it. The enemies will come in groups of about four at a time, until the final wave appears. The last set of enemies includes two heavily armored soldiers and one soldier with a shield (remember, materia attacks or melee strikes). Kill 'em and they'll drop a card key that'll let you out of this trap.

Unlock the barrier and a cutscene will take over. After the scene plays out, ascend the stairs to reach an electromagnetic barrier. A pair of enemies will appear (destroy the white barrels behind them) that drop a card key as they die. Continue upstairs and watch for the enemies to the north. There's a heavily armored enemy below that's launching missiles your way. Try to get rid of the lesser enemies first, using your rifle, then take out the big guy as quickly as possible. Before moving left, clear away the small red mines.

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You'll use a card key to open up a barrier just ahead. Watch out for an enemy and some floating mines (they're indestructible and float in from the right) as you move down the next stretch of walkway and through another barrier. Just beyond this next barrier is a stretch of walkway that's being bombarded with explosive barrels. Time your run down the path to avoid the barrels and grab the next card key at the far end of the walkway.

A countdown timer starts as you go through the next doorway, but it's really of little consequence. The timer stops automatically as you go outside (through the door to the left), though you can wait for it to end to catch a sneak peak at a classic Final Fantasy cactus enemy that appears briefly to the east. As you move outside to stop the countdown, look for enemies to the north that are crowding a nearby rooftop. Snipe 'em dead.

With the rooftop enemies dispatched, turn your focus next to the enemies in the far, far distance, to your right. You can snipe a few enemies early before getting the attention of a turret gunner below. Clear as many enemies as you can before making your way down the stairs and out to the open yard below.

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A mass of weak enemies will be ready to intercept you as you reach the yard. Use a thunder materia attack to wipe 'em out, then watch for a few hyperactive Deepground soldiers. One of the soldiers will drop a card key which you should use to open the electromagnetic barrier to the southeast. This path leads to a side missionif the side mission doesn't interest you, continue north.

The stairway past the barrier leads to a small room inside which spawn a number of enemies. Take out the first few enemies using the Blast Machine Gun frame (it knocks them down, letting you avoid being attacked) and then be ready for a heavily armored soldier that enters the scene. Kill him to grab the card key he's got, then continue east after stocking up on items at the local item shop (you're going to need everything you can hold).

The hall opens to a large warehouse and you're prompted to defeat 100 enemies. This is a tough challenge that pits you against enemies of various types, including many that die with a single hit as well as heavily armored soldiers that fire missiles your way.

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The best way to get through this event is to know which enemies to deal with first. Always take out the soldiers with guns first. They usually go down in just a hit or two and they're by far the hardest enemies to evade. Next, worry about any ground enemies that may be carrying swords. Finally, worry about the armored Deepground that are armed with missiles. They take a long while to kill and their shots are powerful, but you can easily avoid the missiles by constantly moving.

Another thing to take care of is your ammo supply. Enemies will drop ammo for you to pick up, but you're still going to be pushing your stock to the limits. Because of this, we recommend using melee attacks whenever possible. Use the Blast Machine Gun to knock opponents down, then move over them to combo with your melee strikes. The last hit of your combo will knock them down again, letting you continually pummel opponents once you've downed them. Try to knock enemies into each other so that you can group them together and hit them all at once with your combos.

When all enemies are finally dead, you'll be rewarded with a Gold Moogle Doll worth 35,000 Gil. On top of this prize, you'll come out of this challenge with loads more Gil than when you started.

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Backtrack through the narrow stairways to return to the game's main path. Go north and you'll move into a building with a stairway that leads down. Follow the stairs to a door on your left. Just through the door, you'll be shot at by a pack of Deepground across the way. Blast 'em quickly with your long-range guns and they'll go down quickly.

Drop down to the ground and you'll see "0 / 4 Items" at the top of your screen. For now, head into the sewer to the east and fight off the lone enemy. Just past the enemy, along the ceiling of the sewer, you'll see a red mine you can shoot to reveal a card key. Leave the sewer the way you came in and use the card key to open the electromagnetic gate to the far west. Behind the gate is a pair of card keys to grab, giving you two card keys total.

Return to the sewer and head up the stairs past the point where you grabbed the first card key. At the top of the stairs is a turret. Hop inside, then look for a white box across the way. Shoot it down with the turret and you can move back through the sewer to get another card key. Before you go down to get it, though, look for another item to shoot down from this position. It's easier to spot using the sniper scope. Look for an open pipe sticking out of the wall across the way (it's a little to the right). Shoot down the red mine inside, then go destroy the two items you've knocked down to get a couple more card keys.

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Go back to the turret and drop down the ladder at the top of the stairs and defeat the two enemies. Take note of the row of electromagnetic gates to the east. Climb the ladder at the end of this tunnel and look for another card key behind you as you climb (you'll have to jump back down to grab it).

At the top of the ladder is a box you can destroy to reveal a sixth card key, and behind the item shop is a seventh. Drop down through the broken window and onto a rocky path. Just a bit further north and the path drops off slightly. On the ledge of this drop-off is the last card key, but be careful not to drop onto the lower part of the path (you won't be able to collect the four items if you do).

Now that you've got all card keys, return to the area with the long line of electromagnetic barriers. Unlock the row of barriers to get access to the Lucky S Barrel gun attachment along with two extra card keys. There's a second item to find in this tunnel, behind another electromagnetic barrier. Grab it, then return to the mounted gun turret in a previous room to find the third item. The fourth item required for this mission can be found back at the beginning of the short sewer area.

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When you've got all four items collected, move back to where you found the last card key and continue to the north end of the map. It's here where you'll encounter Nero and engage in battle.

Nero is a simple opponent, and most of the time you won't have much to worry about. Put distance between you and the enemy and fire with your handgun and rifle. As long as you're constantly strafing while firing, most of Nero's attacks will miss you.

Eventually, Nero splits into three for triple the attack power. Still, you can avoid most of his attacks simply by strafing and backpedaling away. You can drain Nero's health by shooting any of the three copies, and as Nero's health wears down the copies will fade away, leaving just one Nero.

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This is when the battle gets tough. Make sure your health is constantly near full and use a Phoenix Down potion if you've got one (there's an item shop in the arena that you can use if you don't). With just one Nero left, the enemy will frequently fly into the sky and launch two purple, homing orbs your way. These orbs are very difficult to dodge unless you lead them into one of the surrounding rock mounds. You can try to jump at the very last moment to avoid the orbs, but if you miss your timing you'll take a huge chunk of damage (at our level, these orbs did up to 80% damage if both connected).

Otherwise, though, your game plan should remain the same. Strafe around Nero and attack with your handgun. Eventually he'll die, ending the chapter. Chapter Nav // Page 1 // Page 2 // Page 3 // Page 4 // Page 5 // Maps

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After collecting the nearby items, watch for enemies with bullet shields just around the next corner. Rush 'em and use melee attacks or materia shots to bring 'em down. There's one more shielded enemy to the northwest, and he's perched up high (you'll need to use materia shots). Also watch out for a couple more snipers and one of the flying gargoyles that's firing an obnoxious attack.

Make your way to the northeast exit and you'll move out to the next section of the map. A cutscene shows you a few gargoyles in the area. Unlike your encounter with these enemies in Chapter 10, these gargoyles fight back with hard-to-dodge projectile shots. Try to move as much as possible while zeroing in for the kills, using your handgun and rifle to bring 'em down. Clear the area of gargoyles, then run to the door just ahead.

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In the next area you'll need to drop down a ladder, but before you do you can snipe a few small bots below. Drop down and just ahead you'll run into a couple more shielded enemies. Unleash materia attacks on them (they'll drop ether to replenish your stock), then watch for the heavily armored missile launching enemy to the east. Whatever you do, do not approach him head on. Fire from a distance to bring him down.

Continue to the southeast and gates will appear in front of and behind you. Kill the three insects that drop to get the card key and continue. Look for a ledge to the left that you can jump to in order to grab an item. Drop down from there until you reach the ground that's covered with gold drops. As you collect the mako, three insects drop down. Kill 'em, then use the card key they drop to continue to the next area.

Move out to the next area and you'll have three gargoyles to deal with. As before, the only way to avoid their shots is to constantly stay mobile while firing your own attacks. There's a turret nearby that you can use, but keep in mind that you won't be able to move to dodge attacks while behind the controls.

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When you reach the next bit of map you'll be challenged to defeat the enemies that are hanging out on a platform in the center of the room. There's a stack of explosive barrels hanging over the enemiesshoot one of the barrels to knock down the rest, then shoot the rest to explode on the enemies below. You likely won't kill everyone with explosions alone, forcing you to dance around, avoiding missiles while trying to get in as many shots as possible. All the while, look out for tiny bots that crawl along the ground and shock you up close. You can intercept them with a single shot to temporarily put 'em down, but another bot will come to replace the previous.

Once you've killed all enemies, continue to the next area for another round of shooting gargoyles. There are so many gargoyles this time that you'll have to use the mounted turret that's on the walkway. Hop behind the controls and wait for the gargoyles to fly up close before pummeling them with shots.

Continue down the walkway to go back indoors. A cutscene will show two enemies enter the area, one of which is pushing a large cannon. Quickly kill the nearest Deepground soldier and then run to get behind the turret the other is pushing. You can simply use melee attacks to kill him while he tries to push the turret further. If you take control of the turret, two heavily armored enemies will appear. Kill them to get the card key they're carrying and continue out of the room.

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As you go through the next door, you'll reach a hall with three shielded enemies. Butter 'em up with some materia attacks (blizzard is recommended) and they'll retreat into the hall. You'll have to crouch to get past the first large pipe that's in your way, making it tough to move in for melee attacks. Use materia shots if you've got the mako energy to do so.

Run down the hall and watch for a couple of insects that are tucked away in the ceiling. In the next room, three shielded soldiers will fire down on you from a mesh walkway overhead. You can fire materia attacks at them but they won't go downjust run through the hall (you'll hardly be scathed) and into the next room.

The next cramped room is crowded with insect enemies. We recommend herding them up and attacking the lot with melee strikes to keep them juggled and unable to retaliate. The last insect killed will drop a card key that lets you press on to the next room.

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Inside this next room you'll find a number of mako pads along with a number of shielded enemies. Use materia attacks to hit the enemies from afar and continue with melee combos to finish 'em off. The shielded enemies will respawn infinitely, and you can simply leave the room to continue. However, there's a final G-File to find, tucked away the top of the pipes that run along the walls of the room. Stand at the center of the room (inside a circle on the ground) and a column will rise up, letting you jump to the pipes to grab the G-File.

When you've got the G-File, leave the room to move out to the mako reactor. A boss fight takes over as you battle the Dragonfly PT chopper.

The fight is very slow going throughout. When the chopper's nearby, dump ammo into the machine and it'll soon run away, hiding behind the mako reactor. The chopper will occasionally peek out to fire missiles which you can easily lead into walls or simply shoot down.

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While battling the chopper, a gargoyle will hang out over your head and occasionally drop to knock you down. You can kill the gargoyle but another one always takes its place. Your best bet here is to constantly move to keep the gargoyle from hitting you in his downward swoop. You can also move back and forth between the far ends of the platform you're on to keep the gargoyle as far away as possible.

When the chopper finally goes down in smoke, move towards the mako reactor and open up the door via the switch to the right. In the hall you'll run into a small pack of shielded soldiers. Blast 'em with a blizzard materia shot, then stock up on items at the nearby shop. Be sure your ammo stocks are near full.

After a long cutscene, you'll face off against Arachnero, a spider form of Nero that's protected by a shield. Before attacking Nero, target the four satellites that orb the enemy. They'll stop to attack you which is when you should counter attack to blow 'em up. When all four satellites are destroyed, Arachnero will begin launching large volcanic rocks your way. Luckily, these are easily avoided.

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With the four satellites destroyed you can finally focus on damaging the main enemy. Unload on Nero with your machinegun to break away the shield he's got. When the shield's down, unload with all you've got (we used the handgun) and track him as he drops down and climbs back up to his perch. During this phase, try to stand next to a tall column that you can put between you and the giant spider enemy. Arachnero will launch smaller fireballs that track very well. Your only hope to dodge them is to lead them into a column.

You'll bring Arachnero down to about 50% health before this part of the battle ends. Afterwards, you'll find Vincent trapped on a small rock with other similar rocks floating around him. Watch for Nero to appear on one of the surrounding rocks (he may appear behind you) by looking for a purple light sphere. When he appears, unload two shots at a time with your handgun or rifle. He'll disappear and reappear elsewhere.

Once you've defeated Gorgonero, you'll have a chance to restock your ammo and item supply via a nearby shop. Suit up, then continue forward to initiate another long cutscene. The cutscene temporarily ends so that you can briefly "fight" Weiss. We suggest you simply stand still and not waste your ammo or items trying to fight. You're meant to die here, at which point another cutscene takes over.

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Finally, it'll be you against Weiss (or Weiss Empowered) in a battle to the death. This battle isn't too tough but it'll tax your item supply to the max. Luckily, there's an item shop near the rear of the arena that you can use at any time to restock your supplies.

Keep distance between you and Weiss, constantly firing at him with your guns. Using the Blast Machine Gun, you'll be able to temporarily knock Weiss down and deal a couple of unanswered shots. This makes the Blast Machine Gun an excellent weapon, even though its power isn't up to par with your other guns. Also be sure to fit in blizzard materia shots to deal extra damage.

Weiss will quickly dash around the room, stopping to take a couple shots with his gun. When Weiss spins his swords, stop shootinghe becomes invulnerable with his swords up, and he usually follows with one of a few different attacks. Often Weiss will dash in towards you after spinning his blades. Jump backwards and circle strafe around Weiss to avoid the attack.

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Weiss may also follow his blade spin with one of two projectile attacks. If you see Weiss somersault in the air, get ready to double jump over the shockwave attack that follows. Weiss's other projectile attack comes out almost instantaneously. The only way to avoid it is to be strafing when it comes out. Any time you see Weiss spin his blades in preparation for an attack, start strafing!

After bringing Weiss's health down to about 50%, he'll start retreating to the far side of the room. When he does, stop shooting (he's invulnerable anyways) and take cover behind one of the tall cylinders in the room, preferably one of the two that's furthers away from the enemy. Weiss will launch a volley of glowing projectiles that home in on you. Let the first couple collide with the cylinder you're hiding behind, then strafe away to make sure the blast from the other projectiles doesn't hit you.

After a long, arduous battle, Weiss will breathe his last. Chapter Nav // Page 1 // Page 2 // Page 3 // Maps

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Walkthrough
Ch 01 Ch 02 Ch 03 Ch 04 Ch 05 Ch 06 Ch 07 Ch 08 Ch 09 Ch 10 Ch 11 Ch 12

Chapter Nav // Page 1 // Page 2 // Maps Vincent is now in his Chaos form and wields the powerful Death Penalty gun that'll bring down enemies in a single shot. Make your way south while watching the sky for flying enemies. When you drop into a large tunnel, look for an exit on the right so you can continue to the next area of the map.

Make your way to the rooftop while blasting through more enemies that wait around each corner. Once on the rooftop, look in the northwest corner, below the circle platform, for an
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Omega Report. Keep moving higher via the stairways and walkways until you finally get onto the circle platform to find a second Omega Report.

The next set of stairs leads to a small landing pad. You'll be locked in once you reach the pad as a crowd of flying enemies surrounds you. Stay mobile and kill 'em all to avoid getting hit. When they've all been destroyed, a cutscene takes over and leaves Vincent flying through the Omega..

This brief flight section is pretty simple. Just focus on taking out the enemies that fly in front of you, and don't concern yourself with the attacks that seem to be coming from the rear (they'll never hit you). Before long, you'll be back on your feet. Shoot the enemies that surround you and another cutscene will take over.

A spiraling walkway leads you up, up, and further up as you blast through a number of flying enemies. The path is straightforward and impossible to confuse. Just keep moving up until another cutscene takes over. You'll find Vincent on a celestial walkway. Kill the few enemies around you and simply float over to the north end of the walkway to end the first part of the stage.

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The next part of the stage leaves you surrounded by a bunch of Crystal Feelers, large pods that randomly open to reveal their vulnerability. When a pod opens, jump and melee attack the core to destroy it instantly. As you wait for the pods to open, floating enemies will spawn around you. Be ready to kill 'em and grab the items they drop (especially the extra ammo for the Death Penalty gun).

After another cutscene, you'll sorta-kinda fight the Omega Cocoon. The Cocoon just sits there while you fire on it, dealing massive damage while more floating enemies surround you. You can take out the floating enemies to earn more ammo and health items, or simply focus your shots on the Cocoon to quickly destroy it.

Now it's time for the real fight, Vincent versus Omega Weiss. As long as you've got plenty of health restore items, this battle shouldn't be much a problem. Your Death Penalty gun does considerable damage with every hit, especially if you hit the enemy from the front (your shot will hit both the Omega body and Weiss, dealing triple the damage).

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As with all boss fights, the most important part of this battle is knowing the opponent's attacks. At first, Omega Weiss will stay in the background, firing a volley of missiles your way. Keep your distance while you attack and, when you see Omega Weiss fire his purple swarm, try to retreat behind the cover of one of the tall, blue pillars that are constantly coming up from the ground. The pillars should protect you from most of the shots.

Another attack from Omega Weiss will see the giant beast slam his hand on the ground. As long as you're keeping far away from the enemy, you won't get damaged. Eventually, Omega Weiss will begin creating masses of square panels. You can shoot through the panels to destroy them, but you likely won't have time to destroy them all when the panels come flying towards you. As long as you strafe sideways you should avoid getting hit.

Weiss will also come down from his high position to fight Vincent one-on-one. As with your previous fight with Weiss, strafe backwards as your rival charges at you with sword attacks. You can attack either Weiss or the Omega at this point, though it's probably easier to focus on the man chasing after you.

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The most challenging attack comes from the Omega Weiss combination, as the beast turns bright gold and charges towards you. It's very difficult to avoid the swipes from the enemy, so be ready with health restoration items. You can keep shooting the enemy to try and drive him off. He'll eventually give up pursuit and resume his previous attack patterns until he dies.

Chapter Nav // Page 1 // Page 2 // Maps

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Secrets
Secret Ending There's a secret ending that you can unlock by collecting all three of the G-Files hidden throughout the game. The first G-File shows up in Chapter 8, the second is in Chapter 10, and the final G-File can be found in Chapter 11. Consult the walkthrough for the locations of the G-Files (specifically, these pages: Ch 08 , Ch 10 , Ch 11 ). If you have all three G-Files collected before you defeat the final boss, a secret ending will play out after the normal ending closes.

Gold Moogle Doll In Chapter 10, there's a secret extra mission that challenges you to fight and kill 100 enemies. Complete this challenge and you'll be rewarded with the Gold Moogle Doll. You can keep the doll as a trophy, or sell it at the item shop for a whopping 35,000 Gil. For tips on finding and beating this secret mission, consult the Ch 10 walkthrough . Memory Capsules Throughout each chapter are scattered memory capsules that unlock items in the Extra Features portion of the game. You can spot the memory capsules but they're always placed out of reach. In order to "activate" them, simply shoot the memory capsules with your guns (zoom with the rifle for best results). Memory capsule locations coming soon...

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