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.
“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.
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.
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.
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.
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.
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.
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.
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.
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.