|
Day Two - Fusion
After the conversation is over, go through the left door into
Captain
Baker's office. Talk to him, and he'll tell you to get a weapon from
Torres and he'll give you a Mod Permit. Go back out, then through the
door to the north. The door on the right leads to the lobby and the
exit. The door on the left leads to the locker room; you can get some
armor (a Cm Vest 1) and a Medicine in there. Take the stairs to the
basement, then step through the near door to enter the weapons
department.
Talk to Wayne, who's standing behind the counter. In moments, Torres
arrives to chew him out, and after giving you a speech as well, he
(reluctantly) gives you an M16A1. Throughout the game, Wayne serves as
your doorway to the NYPD's expansive storage rooms, and he'll hold on
to all that junk you'll find during the game. You'll also notice his
'Discard junk' option, in which case you'll turn over all the Junk
items you come across.
With your new gun in hand, return to the first floor hall. You'll see a
young
boy, in red, at the end of this hall. Talk to him, and you'll find out
that he's Ben, Daniel's son. He'll have a fight with his father. Once
the scene is over, head south down the hall. Cathy will tell you that
Captain Baker is looking for you. Oblige the captain's request.
After the long scene, you should leave the building. The city map is
now open to you, though there's only three places you can go right now.
Go to the Museum.
MUSEUM OF NATURAL HISTORY
Once you arrive at the museum, follow Daniel up the stairs. He'll
convince the guard to let you in. Go inside, then up the stairs... but
the guard tells you to sign in. You can go up after you've done that.
Go inside the office on the right, and you have the priviledge of
getting to listen to him rant about how great mitochondria is. You'll
also learn that he's not the most friendly guy, and once he's finished
with you, you'll return to the city
map. Go to NYPD #17. On your way there, you'll get a call about a break
in the case.
NYPD 17TH PRECINCT
Follow Daniel into the main hall, then go north and
through the door there, which is the conference room.
Baker reports that even though the concert in Central Park has been
cancelled, people are still gathering there. It'd be the perfect
opportunity for Eve to kill some more people. Daniel soon realizes that
his son would be attending that concert, and he runs off. Baker tells
you to keep an eye on him and gives you another Mod Permit before you
leave.
CENTRAL PARK
Daniel nearly ignites himself in his
attempt to get into the park, but, being the hero she is, Aya
selflessly chooses to brave the danger to rescue Daniel's son. Go
inside and follow the path, passing by the phone next to the car and
the chest in the center of the U-turn. You'll soon arrive at the gates
to the Central Park Zoo.
That first, blatant chest contains either an M9 or a P8, but neither
compare to your M16. Go up and keep going until you're at the wall
with
the phone. Enter the office, search the drawer on the right wall for
the Zoo Key and the cabinet next to it for an Sp Vest 1. Get out of the
office and head right along the wall. The first door you'll come across
requires the Zoo Key to unlock and leads to the jungle exhibit. You can
get a few things from there, so check it out if you've got time. Either
way, keep going right along the wall until you come to the next
opening. If you want, you can keep going right; it passes a Medicine 2
and some ammo before joining the path above you. Whichever way you
decide to go, you'll eventually (or immediately) end up at a Y-shaped
crossroad. Take the left path up, open the gate with your Zoo Key, and
step through.
At least the ampitheater's in sight now. Run down the dimly-lit street,
then through the nearest entrance. Once you're inside, just run along
the path until you trigger a scene. Naturally, Eve is there, and
everything goes to hell. Step outside, then run all the way left and
through the door (there's a big yellow sign with BACKSTAGE written on
it above the door). Confront Eve again, and she'll run away. Head back
out, then head south a screen, then head left through the
previously-blocked path. At the gazebo, you can go up through it to
find a phone and some ammo, but you still need to keep going left.
Now you're at a twisty system of paths. If you just keep going left,
you'll eventually end up at the end, but you'd miss a lot of stuff, so
you might want to do some exploring. Anyway, when you make it to the
bridge over the frozen river, then you've gone the right way. Of
course, that doesn't mean you can stop going left. So continue left,
and you'll arrive at a second bridge, this time over nothing but the
path you need to take. Well, you can try going OVER the bridge, since
it leads to the same place, but who wants to exhaust themselves by
climbing stairs? It's not like there's anything on the bridge except a
battle. Just get to the other side of the bridge already and keep
following the path.
Once you get to the phone, that should be a hint that something big's
about to go down. In fact, it should be a hint that something big's
about to go down on the very next screen! Fight the four giant worms on
the next screen. They're just a warmup, though; exit the battlefield by
heading right, and you'll find Eve again, waiting in a carriage. She'll
invite you inside, and it would be terribly rude to decline such a
polite request. You two will have a little talk before she gets mad and
battles you again. When you win (you
did win, right?), she'll touch
you, triggering another flashback, a long scene, and the end of the day.
Previous Day | Home | Next Day
|
(c)2006 RPGClassics.com. All materials are copyrighted by their respective authors. All games mentioned in this site are copyrighted by their respective producers and publishers. No infringement on any existing copyright is intended. All rights reserved.
|
|