Resident Evil Six Walkthrough – Ada – Chapter One

Walkthrough.

Ada ‌‍​Chapter ‌‍​1 ‌‍​is ‌‍​possibly ‌‍​one ‌‍​of ‌‍​her ‌‍​toughest ‌‍​stages, ‌‍​especially ‌‍​since ‌‍​she ‌‍​starts ‌‍​out ‌‍​with ‌‍​almost ‌‍​no ‌‍​weapons ‌‍​(except ‌‍​her ‌‍​Crossbow ‌‍​and ‌‍​Ammo ‌‍​Box). ‌‍​Should ‌‍​she ‌‍​complete ‌‍​the ‌‍​chapter ‌‍​and ‌‍​earn ‌‍​the ‌‍​Assault ‌‍​Shotgun, ‌‍​consider ‌‍​running ‌‍​it ‌‍​again ‌‍​for ‌‍​a ‌‍​better ‌‍​score. ‌‍​By ‌‍​now, ‌‍​if ‌‍​you ‌‍​do ‌‍​not ‌‍​have ‌‍​Firepower ‌‍​maxxed ‌‍​at ‌‍​Level ‌‍​3, ‌‍​you ‌‍​may ‌‍​seriously ‌‍​want ‌‍​to ‌‍​re-decide ‌‍​your ‌‍​game ‌‍​purchasing ‌‍​habits. ‌‍​Increasing ‌‍​the ‌‍​Combat ‌‍​Gauge ‌‍​at ‌‍​level ‌‍​1 ‌‍​(preferably ‌‍​level ‌‍​2) ‌‍​will ‌‍​help. ‌‍​You ‌‍​need ‌‍​those ‌‍​extra ‌‍​energy ‌‍​blocks.

Submarine ‌‍​Stealth

“Stealth” ‌‍​in ‌‍​the ‌‍​game ‌‍​is ‌‍​recognized ‌‍​as ‌‍​not ‌‍​being ‌‍​sighted ‌‍​by ‌‍​enemies ‌‍​(don’t ‌‍​stray ‌‍​into ‌‍​their ‌‍​sight ‌‍​range) ‌‍​and ‌‍​not ‌‍​firing ‌‍​a ‌‍​loud ‌‍​weapon ‌‍​(crossbow ‌‍​bolts ‌‍​are ‌‍​silent). ‌‍​For ‌‍​the ‌‍​first ‌‍​few ‌‍​enemies, ‌‍​you’re ‌‍​able ‌‍​to ‌‍​have ‌‍​Ada ‌‍​attack ‌‍​them ‌‍​from ‌‍​behind ‌‍​after ‌‍​they ‌‍​turn ‌‍​away. ‌‍​Some ‌‍​key ‌‍​things ‌‍​to ‌‍​remember ‌‍​are ‌‍​that:

(1) ‌‍​- ‌‍​The ‌‍​Crossbow, ‌‍​while ‌‍​powerful, ‌‍​is ‌‍​too ‌‍​slow ‌‍​for ‌‍​some ‌‍​fights. ‌‍​However, ‌‍​it ‌‍​is ‌‍​considered ‌‍​a ‌‍​”silent” ‌‍​weapon ‌‍​and ‌‍​can ‌‍​be ‌‍​fired ‌‍​much ‌‍​like ‌‍​you ‌‍​would ‌‍​a ‌‍​slower, ‌‍​silenced ‌‍​”Magnum”.

(2) ‌‍​- ‌‍​Enemies ‌‍​have ‌‍​very ‌‍​short ‌‍​sight ‌‍​ranges ‌‍​when ‌‍​compared ‌‍​to ‌‍​what ‌‍​you ‌‍​can ‌‍​actually ‌‍​see ‌‍​on ‌‍​the ‌‍​screen. ‌‍​Just ‌‍​like ‌‍​in ‌‍​Jake ‌‍​and ‌‍​Sherry ‌‍​Chapter ‌‍​1, ‌‍​you’ll ‌‍​be ‌‍​able ‌‍​to ‌‍​see ‌‍​and ‌‍​reasonably ‌‍​shoot ‌‍​an ‌‍​enemy ‌‍​in ‌‍​plain ‌‍​sight ‌‍​before ‌‍​they ‌‍​can ‌‍​see ‌‍​you.

(3) ‌‍​- ‌‍​There’s ‌‍​no ‌‍​time ‌‍​limit ‌‍​on ‌‍​the ‌‍​stealth ‌‍​sections, ‌‍​so ‌‍​it’s ‌‍​to ‌‍​your ‌‍​advantage ‌‍​to ‌‍​examine ‌‍​the ‌‍​enemy ‌‍​route ‌‍​before ‌‍​committing ‌‍​to ‌‍​action.

Should ‌‍​Ada ‌‍​get ‌‍​spotted, ‌‍​her ‌‍​best ‌‍​solution ‌‍​is ‌‍​to ‌‍​run ‌‍​to ‌‍​the ‌‍​end ‌‍​of ‌‍​her ‌‍​current ‌‍​section; ‌‍​however, ‌‍​if ‌‍​it’s ‌‍​your ‌‍​first ‌‍​time ‌‍​through, ‌‍​you ‌‍​will ‌‍​have ‌‍​neither ‌‍​the ‌‍​knowledge ‌‍​nor ‌‍​the ‌‍​firepower ‌‍​(not ‌‍​enough ‌‍​weapons) ‌‍​to ‌‍​get ‌‍​through ‌‍​without ‌‍​serious ‌‍​injury.

Go ‌‍​through ‌‍​the ‌‍​enemy ‌‍​hallways, ‌‍​and ‌‍​note ‌‍​that ‌‍​the ‌‍​Objective ‌‍​Display ‌‍​Marker ‌‍​will ‌‍​always ‌‍​point ‌‍​you ‌‍​towards ‌‍​the ‌‍​stealth ‌‍​version ‌‍​of ‌‍​the ‌‍​path ‌‍​to ‌‍​the ‌‍​exit. ‌‍​If ‌‍​you ‌‍​spot ‌‍​an ‌‍​enemy ‌‍​peering ‌‍​your ‌‍​direction ‌‍​from ‌‍​far ‌‍​away, ‌‍​feel ‌‍​free ‌‍​to ‌‍​line ‌‍​up ‌‍​a ‌‍​Crossbow ‌‍​bolt ‌‍​and ‌‍​send ‌‍​it ‌‍​flying ‌‍​at ‌‍​their ‌‍​head.

With ‌‍​the ‌‍​Firepower ‌‍​skill ‌‍​maxxed ‌‍​out, ‌‍​you ‌‍​should ‌‍​be ‌‍​able ‌‍​to ‌‍​kill ‌‍​enemies ‌‍​almost ‌‍​instantly ‌‍​on ‌‍​Normal ‌‍​with ‌‍​the ‌‍​Crossbow ‌‍​bolt. ‌‍​Note ‌‍​that ‌‍​if ‌‍​you ‌‍​opt ‌‍​to ‌‍​fire ‌‍​the ‌‍​Crossbow, ‌‍​make ‌‍​sure ‌‍​to ‌‍​aim ‌‍​for ‌‍​the ‌‍​head; ‌‍​crossbow ‌‍​shots ‌‍​fired ‌‍​to ‌‍​the ‌‍​body ‌‍​of ‌‍​enemies ‌‍​tend ‌‍​to ‌‍​impale ‌‍​them ‌‍​to ‌‍​a ‌‍​nearby ‌‍​wall ‌‍​or ‌‍​floor, ‌‍​and ‌‍​causes ‌‍​an ‌‍​alert.

BUZZ ‌‍​ADA

When ‌‍​given ‌‍​a ‌‍​chance, ‌‍​Ada ‌‍​should ‌‍​engage ‌‍​all ‌‍​enemies ‌‍​singly ‌‍​- ‌‍​however, ‌‍​when ‌‍​she ‌‍​gets ‌‍​to ‌‍​a ‌‍​bigger ‌‍​room ‌‍​past ‌‍​the ‌‍​narrow ‌‍​hallways, ‌‍​she ‌‍​will ‌‍​encounter ‌‍​three ‌‍​J’avo ‌‍​SpecOps ‌‍​near ‌‍​an ‌‍​alarm ‌‍​room. ‌‍​If ‌‍​Ada ‌‍​causes ‌‍​an ‌‍​alert ‌‍​(or ‌‍​is ‌‍​discovered) ‌‍​by ‌‍​enemies, ‌‍​and ‌‍​the ‌‍​alarm ‌‍​is ‌‍​sounded, ‌‍​J’avo ‌‍​will ‌‍​continually ‌‍​respawn ‌‍​and ‌‍​pursue ‌‍​her, ‌‍​forcing ‌‍​her ‌‍​to ‌‍​move ‌‍​on ‌‍​or ‌‍​be ‌‍​overwhelmed.

Ada ‌‍​Wong ‌‍​Emblem ‌‍​1-1

Past ‌‍​the ‌‍​room ‌‍​with ‌‍​the ‌‍​alarm ‌‍​buzzer, ‌‍​there ‌‍​is ‌‍​a ‌‍​small ‌‍​bunkroom ‌‍​atop ‌‍​a ‌‍​short ‌‍​flight ‌‍​of ‌‍​stairs. ‌‍​The ‌‍​emblem ‌‍​is ‌‍​in ‌‍​plain ‌‍​sight ‌‍​of ‌‍​those ‌‍​tiny ‌‍​living ‌‍​quarters.

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The ‌‍​best ‌‍​thing ‌‍​to ‌‍​do ‌‍​is ‌‍​to ‌‍​use ‌‍​the ‌‍​Crossbow ‌‍​to ‌‍​selectively ‌‍​snipe ‌‍​at ‌‍​enemies ‌‍​while ‌‍​they ‌‍​are ‌‍​far ‌‍​away ‌‍​(or ‌‍​turned ‌‍​away) ‌‍​from ‌‍​Ada. ‌‍​A ‌‍​well-placed ‌‍​crossbow ‌‍​shot ‌‍​to ‌‍​the ‌‍​head ‌‍​will ‌‍​kill ‌‍​off ‌‍​the ‌‍​enemy ‌‍​and ‌‍​let ‌‍​you ‌‍​get ‌‍​closer ‌‍​to ‌‍​your ‌‍​objective ‌‍​without ‌‍​detection.

THE ‌‍​PAINTING ‌‍​PUZZLE

The ‌‍​puzzle ‌‍​in ‌‍​the ‌‍​ornately ‌‍​designed ‌‍​room ‌‍​is ‌‍​randomized ‌‍​each ‌‍​time. ‌‍​Start ‌‍​by ‌‍​checking ‌‍​the ‌‍​door ‌‍​(which ‌‍​is ‌‍​locked). ‌‍​Don’t ‌‍​touch ‌‍​the ‌‍​panel ‌‍​(it ‌‍​will ‌‍​electrify ‌‍​you ‌‍​for ‌‍​damage). ‌‍​Check ‌‍​the ‌‍​stereoscope ‌‍​embedded ‌‍​in ‌‍​the ‌‍​wall ‌‍​(the ‌‍​one ‌‍​behind ‌‍​the ‌‍​moosehead) ‌‍​to ‌‍​discover ‌‍​it’s ‌‍​blocked. ‌‍​Move ‌‍​the ‌‍​antlers ‌‍​on ‌‍​the ‌‍​mossehead, ‌‍​then ‌‍​check ‌‍​the ‌‍​stereoscope ‌‍​again ‌‍​for ‌‍​the ‌‍​answer ‌‍​in ‌‍​the ‌‍​painting.

The ‌‍​painting’s ‌‍​”final ‌‍​image” ‌‍​randomizes ‌‍​each ‌‍​time ‌‍​you ‌‍​play ‌‍​the ‌‍​chapter, ‌‍​so ‌‍​take ‌‍​that ‌‍​image ‌‍​(the ‌‍​snake, ‌‍​tree, ‌‍​corpse, ‌‍​bird, ‌‍​fish, ‌‍​etc.) ‌‍​and ‌‍​duplicate ‌‍​the ‌‍​image ‌‍​on ‌‍​the ‌‍​door ‌‍​panel ‌‍​using ‌‍​the ‌‍​four ‌‍​different ‌‍​panel ‌‍​sliders ‌‍​in ‌‍​the ‌‍​room ‌‍​(the ‌‍​button ‌‍​display ‌‍​appears ‌‍​as ‌‍​you ‌‍​approach ‌‍​each ‌‍​one). ‌‍​Match ‌‍​the ‌‍​image ‌‍​shown ‌‍​in ‌‍​the ‌‍​painting ‌‍​(as ‌‍​viewed ‌‍​through ‌‍​the ‌‍​stereoscope) ‌‍​and ‌‍​the ‌‍​door ‌‍​will ‌‍​be ‌‍​unlocked.

GUN ‌‍​TURRET ‌‍​HALLWAY

The ‌‍​gun ‌‍​turrets ‌‍​will ‌‍​attack ‌‍​anything ‌‍​caught ‌‍​in ‌‍​their ‌‍​laser ‌‍​sights. ‌‍​Ada ‌‍​can ‌‍​avoid ‌‍​being ‌‍​shot ‌‍​by ‌‍​sprinting ‌‍​past ‌‍​the ‌‍​laser, ‌‍​but ‌‍​activating ‌‍​the ‌‍​turrets ‌‍​are ‌‍​part ‌‍​of ‌‍​the ‌‍​approach ‌‍​– ‌‍​you ‌‍​let ‌‍​the ‌‍​turrets ‌‍​drill ‌‍​the ‌‍​J’avo ‌‍​in ‌‍​the ‌‍​corridor ‌‍​while ‌‍​you ‌‍​move ‌‍​past ‌‍​them. ‌‍​Enter ‌‍​the ‌‍​briefing ‌‍​room ‌‍​(you ‌‍​may ‌‍​want ‌‍​to ‌‍​mix ‌‍​the ‌‍​herbs ‌‍​found ‌‍​there ‌‍​first), ‌‍​and ‌‍​ready ‌‍​a ‌‍​weapon ‌‍​for ‌‍​mutliple ‌‍​target ‌‍​engagement ‌‍​before ‌‍​using ‌‍​the ‌‍​projector.

Escape ‌‍​the ‌‍​Sub

After ‌‍​the ‌‍​power ‌‍​point ‌‍​presentation, ‌‍​Ada ‌‍​will ‌‍​need ‌‍​to ‌‍​get ‌‍​out ‌‍​of ‌‍​the ‌‍​sub ‌‍​as ‌‍​enemies ‌‍​swarm ‌‍​her. ‌‍​J’avo ‌‍​SpecOps ‌‍​will ‌‍​be ‌‍​infinite, ‌‍​or ‌‍​near ‌‍​infinite, ‌‍​so ‌‍​head ‌‍​outside ‌‍​and ‌‍​flee ‌‍​to ‌‍​the ‌‍​ventilation ‌‍​duct. ‌‍​Killing ‌‍​any ‌‍​J’avo ‌‍​here ‌‍​is ‌‍​dubious ‌‍​(unless ‌‍​it’s ‌‍​a ‌‍​replay ‌‍​and ‌‍​you ‌‍​have ‌‍​better ‌‍​weapons).

Ada ‌‍​Wong ‌‍​Emblem ‌‍​1-2

At ‌‍​the ‌‍​very ‌‍​start ‌‍​of ‌‍​the ‌‍​section ‌‍​where ‌‍​Ada ‌‍​needs ‌‍​to ‌‍​reach ‌‍​the ‌‍​rescue ‌‍​sub, ‌‍​there ‌‍​is ‌‍​a ‌‍​square ‌‍​column ‌‍​before ‌‍​she ‌‍​drops ‌‍​down ‌‍​the ‌‍​first ‌‍​hatch ‌‍​(incidentally ‌‍​picking ‌‍​up ‌‍​the ‌‍​Assault ‌‍​Shotgun); ‌‍​the ‌‍​emblem ‌‍​is ‌‍​on ‌‍​this ‌‍​column ‌‍​(check ‌‍​all ‌‍​sides ‌‍​of ‌‍​it). ‌‍​If ‌‍​you ‌‍​picked ‌‍​up ‌‍​the ‌‍​Assault ‌‍​Shotgun ‌‍​from ‌‍​the ‌‍​workbench, ‌‍​you ‌‍​may ‌‍​go ‌‍​back ‌‍​(climb ‌‍​the ‌‍​ladder) ‌‍​to ‌‍​get ‌‍​this ‌‍​emblem.

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Weapon ‌‍​- ‌‍​Assault ‌‍​Shotgun

This ‌‍​weapon ‌‍​is ‌‍​found ‌‍​in ‌‍​plain ‌‍​sight ‌‍​on ‌‍​a ‌‍​workbench ‌‍​after ‌‍​going ‌‍​down ‌‍​the ‌‍​hatch ‌‍​in ‌‍​this ‌‍​section.

All ‌‍​pretense ‌‍​of ‌‍​stealth ‌‍​will ‌‍​be ‌‍​gone ‌‍​by ‌‍​now. ‌‍​Simply ‌‍​move ‌‍​forward ‌‍​and ‌‍​use ‌‍​what ‌‍​weapons ‌‍​you ‌‍​like ‌‍​to ‌‍​knock ‌‍​out ‌‍​and ‌‍​kill ‌‍​enemies. ‌‍​Be ‌‍​sparing ‌‍​with ‌‍​your ‌‍​ammunition; ‌‍​you ‌‍​will ‌‍​need ‌‍​the ‌‍​power ‌‍​of ‌‍​the ‌‍​shotgun ‌‍​in ‌‍​the ‌‍​final ‌‍​part ‌‍​of ‌‍​this ‌‍​chapter, ‌‍​so ‌‍​try ‌‍​to ‌‍​hoard ‌‍​about ‌‍​20 ‌‍​to ‌‍​30 ‌‍​shells ‌‍​and ‌‍​keep ‌‍​it ‌‍​around ‌‍​that ‌‍​number.

The ‌‍​large ‌‍​diving ‌‍​bay ‌‍​is ‌‍​fairly ‌‍​easy ‌‍​to ‌‍​take ‌‍​potshots ‌‍​with ‌‍​using ‌‍​the ‌‍​Crossbow. ‌‍​Staked ‌‍​enemies ‌‍​can ‌‍​be ‌‍​stomped ‌‍​on; ‌‍​alternately, ‌‍​you ‌‍​can ‌‍​wait ‌‍​for ‌‍​them ‌‍​to ‌‍​escape ‌‍​their ‌‍​impalement ‌‍​and ‌‍​come ‌‍​towards ‌‍​you ‌‍​- ‌‍​the ‌‍​damage ‌‍​from ‌‍​the ‌‍​bolt ‌‍​will ‌‍​be ‌‍​considered ‌‍​when ‌‍​you ‌‍​open ‌‍​fire ‌‍​on ‌‍​them ‌‍​with ‌‍​another ‌‍​weapon. ‌‍​Killing ‌‍​any ‌‍​of ‌‍​the ‌‍​two ‌‍​enemies ‌‍​at ‌‍​the ‌‍​end ‌‍​of ‌‍​the ‌‍​bay ‌‍​will ‌‍​set ‌‍​the ‌‍​”sinking ‌‍​ship” ‌‍​scenario ‌‍​in ‌‍​motion.

From ‌‍​there ‌‍​on ‌‍​out, ‌‍​you ‌‍​will ‌‍​need ‌‍​to ‌‍​be ‌‍​fast ‌‍​and ‌‍​lethal, ‌‍​or ‌‍​you ‌‍​will ‌‍​be ‌‍​caught ‌‍​in ‌‍​the ‌‍​sinking ‌‍​vessel ‌‍​(or ‌‍​by ‌‍​enemies) ‌‍​and ‌‍​die.

SINKING ‌‍​SHIP

Zipline ‌‍​over ‌‍​the ‌‍​catwalks ‌‍​until ‌‍​the ‌‍​ship ‌‍​starts ‌‍​really ‌‍​tilting, ‌‍​requiring ‌‍​you ‌‍​to ‌‍​crawl ‌‍​quickly ‌‍​upwards ‌‍​before ‌‍​the ‌‍​ship ‌‍​section ‌‍​falls ‌‍​apart. ‌‍​Pressing ‌‍​the ‌‍​sprint ‌‍​button ‌‍​while ‌‍​crawling ‌‍​will ‌‍​increase ‌‍​your ‌‍​crawl ‌‍​speed, ‌‍​but ‌‍​at ‌‍​the ‌‍​expense ‌‍​of ‌‍​one ‌‍​block ‌‍​of ‌‍​Combat ‌‍​Gauge. ‌‍​Having ‌‍​more ‌‍​energy ‌‍​blocks ‌‍​will ‌‍​definitely ‌‍​help.

Get ‌‍​to ‌‍​the ‌‍​end ‌‍​of ‌‍​the ‌‍​”ramp” ‌‍​and ‌‍​prepare ‌‍​for ‌‍​a ‌‍​QTE ‌‍​to ‌‍​jump ‌‍​from ‌‍​your ‌‍​falling ‌‍​elevator ‌‍​to ‌‍​safety. ‌‍​Once ‌‍​you’ve ‌‍​done ‌‍​so, ‌‍​you ‌‍​will ‌‍​start ‌‍​on ‌‍​the ‌‍​next ‌‍​(timed) ‌‍​section ‌‍​of ‌‍​the ‌‍​escape.

RUSHING ‌‍​WATER

Ada ‌‍​has ‌‍​limited ‌‍​time ‌‍​to ‌‍​race ‌‍​to ‌‍​different ‌‍​zipline ‌‍​points ‌‍​in ‌‍​the ‌‍​now-vertical ‌‍​submarine ‌‍​before ‌‍​the ‌‍​water ‌‍​catches ‌‍​up ‌‍​to ‌‍​her ‌‍​and ‌‍​kills ‌‍​her. ‌‍​Sprint ‌‍​quickly, ‌‍​but ‌‍​as ‌‍​you ‌‍​near ‌‍​the ‌‍​ladders ‌‍​Ada ‌‍​needs ‌‍​to ‌‍​climb, ‌‍​slow ‌‍​her ‌‍​approach. ‌‍​Missing ‌‍​a ‌‍​ladder ‌‍​and ‌‍​trying ‌‍​to ‌‍​correct ‌‍​your ‌‍​facing ‌‍​while ‌‍​fighting ‌‍​the ‌‍​camera ‌‍​will ‌‍​dock ‌‍​more ‌‍​time ‌‍​from ‌‍​your ‌‍​escape.

Ada ‌‍​Wong ‌‍​Emblem ‌‍​1-3

During ‌‍​the ‌‍​flooding ‌‍​sequence ‌‍​where ‌‍​you ‌‍​need ‌‍​to ‌‍​escape ‌‍​the ‌‍​rising ‌‍​water, ‌‍​Ada ‌‍​has ‌‍​to ‌‍​use ‌‍​a ‌‍​valve ‌‍​to ‌‍​stop ‌‍​water ‌‍​from ‌‍​a ‌‍​pipe ‌‍​so ‌‍​she ‌‍​can ‌‍​make ‌‍​her ‌‍​escape. ‌‍​The ‌‍​ladder ‌‍​leading ‌‍​to ‌‍​the ‌‍​turn-valve ‌‍​has ‌‍​this ‌‍​emblem ‌‍​right ‌‍​next ‌‍​to ‌‍​it. ‌‍​You ‌‍​may ‌‍​not ‌‍​have ‌‍​enough ‌‍​time ‌‍​to ‌‍​fight ‌‍​the ‌‍​enemy ‌‍​spider ‌‍​if ‌‍​you ‌‍​want ‌‍​to ‌‍​get ‌‍​this ‌‍​emblem, ‌‍​turn ‌‍​the ‌‍​valve ‌‍​and ‌‍​escape ‌‍​before ‌‍​you ‌‍​drown.

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Halfway ‌‍​up ‌‍​the ‌‍​shaft, ‌‍​you ‌‍​will ‌‍​encounter ‌‍​pipe ‌‍​with ‌‍​fast ‌‍​moving ‌‍​water ‌‍​blocking ‌‍​the ‌‍​exit ‌‍​to ‌‍​the ‌‍​second ‌‍​half. ‌‍​At ‌‍​the ‌‍​top ‌‍​of ‌‍​the ‌‍​ladder ‌‍​where ‌‍​Ada ‌‍​says, ‌‍​”One ‌‍​slip ‌‍​and ‌‍​I’m ‌‍​going ‌‍​down ‌‍​with ‌‍​the ‌‍​sub”, ‌‍​there ‌‍​is ‌‍​a ‌‍​ventilation ‌‍​duct ‌‍​that ‌‍​leads ‌‍​to ‌‍​a ‌‍​spider ‌‍​J’avo, ‌‍​an ‌‍​emblem ‌‍​(see ‌‍​above), ‌‍​and ‌‍​the ‌‍​turn-valve ‌‍​to ‌‍​stop ‌‍​the ‌‍​water ‌‍​flow ‌‍​to ‌‍​the ‌‍​exit.

Take ‌‍​the ‌‍​vent ‌‍​atop ‌‍​that ‌‍​ladder, ‌‍​shut ‌‍​off ‌‍​the ‌‍​fast-flowing ‌‍​water, ‌‍​and ‌‍​head ‌‍​towards ‌‍​the ‌‍​exit. ‌‍​If ‌‍​you ‌‍​linger ‌‍​too ‌‍​long ‌‍​trying ‌‍​to ‌‍​solve ‌‍​the ‌‍​puzzle, ‌‍​you ‌‍​die. ‌‍​If ‌‍​you ‌‍​stop ‌‍​to ‌‍​fight ‌‍​the ‌‍​J’avo, ‌‍​you ‌‍​die. ‌‍​You ‌‍​should ‌‍​have ‌‍​just ‌‍​enough ‌‍​time ‌‍​to ‌‍​shoot ‌‍​the ‌‍​emblem, ‌‍​turn ‌‍​the ‌‍​valve ‌‍​and ‌‍​escape ‌‍​(sliding ‌‍​works ‌‍​best ‌‍​for ‌‍​moving ‌‍​through ‌‍​the ‌‍​vents).

Continue ‌‍​moving ‌‍​upwards ‌‍​through ‌‍​the ‌‍​shaft ‌‍​and ‌‍​you ‌‍​will ‌‍​eventually ‌‍​reach ‌‍​the ‌‍​next ‌‍​section ‌‍​via ‌‍​zipline.

Re-route ‌‍​Power

Past ‌‍​the ‌‍​rising ‌‍​water ‌‍​section, ‌‍​you ‌‍​will ‌‍​be ‌‍​in ‌‍​a ‌‍​relatively ‌‍​”safe” ‌‍​area ‌‍​of ‌‍​the ‌‍​sub ‌‍​(no ‌‍​rising ‌‍​water, ‌‍​but ‌‍​many ‌‍​Gnezdo). ‌‍​You ‌‍​can ‌‍​escape ‌‍​the ‌‍​first ‌‍​Gnezdo ‌‍​after ‌‍​dropping ‌‍​down ‌‍​the ‌‍​ledge ‌‍​by ‌‍​turning ‌‍​around ‌‍​180° ‌‍​and ‌‍​using ‌‍​the ‌‍​ladder.

Ada ‌‍​Wong ‌‍​Emblem ‌‍​1-4

Pass ‌‍​by ‌‍​the ‌‍​first ‌‍​Gnzedo ‌‍​in ‌‍​Ada’s ‌‍​campaign ‌‍​(the ‌‍​bee ‌‍​monster); ‌‍​there ‌‍​is ‌‍​an ‌‍​emblem ‌‍​in ‌‍​the ‌‍​dead-end ‌‍​with ‌‍​the ‌‍​item ‌‍​boxes.

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The ‌‍​other ‌‍​Gnezdo ‌‍​in ‌‍​the ‌‍​area ‌‍​where ‌‍​you ‌‍​need ‌‍​to ‌‍​re-route ‌‍​power ‌‍​are ‌‍​few, ‌‍​but ‌‍​unless ‌‍​you ‌‍​have ‌‍​a ‌‍​lot ‌‍​of ‌‍​shotgun ‌‍​shells, ‌‍​you ‌‍​may ‌‍​not ‌‍​fare ‌‍​well ‌‍​combating ‌‍​them ‌‍​all. ‌‍​The ‌‍​Gnezdo ‌‍​do ‌‍​not ‌‍​follow ‌‍​Ada ‌‍​underwater, ‌‍​and ‌‍​since ‌‍​the ‌‍​swimming ‌‍​sections ‌‍​are ‌‍​short, ‌‍​you ‌‍​can ‌‍​linger ‌‍​around ‌‍​there ‌‍​(if ‌‍​you ‌‍​are ‌‍​playing ‌‍​offline, ‌‍​you ‌‍​can ‌‍​even ‌‍​pause ‌‍​the ‌‍​game ‌‍​if ‌‍​you ‌‍​wish) ‌‍​and ‌‍​use ‌‍​the ‌‍​Objective ‌‍​Display ‌‍​Marker ‌‍​to ‌‍​guide ‌‍​you ‌‍​to ‌‍​the ‌‍​two ‌‍​breakers ‌‍​Ada ‌‍​needs ‌‍​to ‌‍​use.

Note ‌‍​that ‌‍​the ‌‍​second ‌‍​breaker ‌‍​requires ‌‍​Ada ‌‍​to ‌‍​go ‌‍​through ‌‍​a ‌‍​different ‌‍​pool ‌‍​- ‌‍​either ‌‍​by ‌‍​swimming ‌‍​under ‌‍​some ‌‍​underwater ‌‍​obstacles ‌‍​or ‌‍​taking ‌‍​one ‌‍​of ‌‍​the ‌‍​alternate ‌‍​diving ‌‍​pools ‌‍​in ‌‍​the ‌‍​Gnezdo ‌‍​populated ‌‍​area. ‌‍​The ‌‍​Objective ‌‍​Display ‌‍​Marker ‌‍​will ‌‍​direct ‌‍​you ‌‍​to ‌‍​the ‌‍​nearest ‌‍​path; ‌‍​once ‌‍​underwater ‌‍​in ‌‍​the ‌‍​correct ‌‍​pool, ‌‍​locate ‌‍​the ‌‍​red ‌‍​klaxon ‌‍​lights ‌‍​that ‌‍​tell ‌‍​you ‌‍​where ‌‍​the ‌‍​second ‌‍​switch ‌‍​is. ‌‍​Using ‌‍​it ‌‍​creates ‌‍​a ‌‍​shortcut ‌‍​back ‌‍​to ‌‍​the ‌‍​voice ‌‍​panel. ‌‍​Prepare ‌‍​Ada’s ‌‍​ammo ‌‍​for ‌‍​a ‌‍​tough ‌‍​battle.

Survive ‌‍​the ‌‍​Ambush

This ‌‍​next ‌‍​part ‌‍​is ‌‍​all ‌‍​about ‌‍​staying ‌‍​near ‌‍​the ‌‍​voice ‌‍​print ‌‍​panel ‌‍​so ‌‍​you ‌‍​can ‌‍​press ‌‍​the ‌‍​displayed ‌‍​button ‌‍​while ‌‍​staying ‌‍​alive; ‌‍​enemy ‌‍​J’avo ‌‍​will ‌‍​swarm ‌‍​your ‌‍​position ‌‍​and ‌‍​try ‌‍​to ‌‍​kill ‌‍​you. ‌‍​Those ‌‍​J’avo ‌‍​will ‌‍​mutate ‌‍​(head, ‌‍​body, ‌‍​arms, ‌‍​legs) ‌‍​and ‌‍​will ‌‍​have ‌‍​higher ‌‍​than ‌‍​normal ‌‍​hit-points.

Some ‌‍​J’avo ‌‍​will ‌‍​also ‌‍​turn ‌‍​into ‌‍​Chrysalids ‌‍​and ‌‍​hatch ‌‍​out ‌‍​Gnezdo ‌‍​and ‌‍​Napad; ‌‍​deal ‌‍​with ‌‍​them. ‌‍​Ada ‌‍​only ‌‍​needs ‌‍​to ‌‍​use ‌‍​the ‌‍​voice ‌‍​panel ‌‍​when ‌‍​required, ‌‍​so ‌‍​expend ‌‍​grenades ‌‍​and ‌‍​unload ‌‍​the ‌‍​shotgun ‌‍​to ‌‍​play ‌‍​”keep ‌‍​away”. ‌‍​When ‌‍​the ‌‍​ceiling ‌‍​opens ‌‍​from ‌‍​the ‌‍​final ‌‍​question, ‌‍​zip-line ‌‍​to ‌‍​the ‌‍​exit ‌‍​and ‌‍​end ‌‍​the ‌‍​chapter.

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