Because a molotov is provided to destroy or distract the other three at the top, passage is not especially difficult at this point. Depending on some circumstances, another agent might join in during the fight. As soon as Zero is in their sights, the Ricky will rush Zero and the agent will begin shooting. ![]() Sub-level five has a very attentive Skinny Ricky and an agent standing around by the elevator.It will take some careful planning to defeat all of them. Sub-level four has a riot shielder, a shotgunner, two agents, and a Skinny Ricky.Sub-level three has one turret and several laser traps. The turret by itself is not exceptionally dangerous, but can be distracting with the threat of lasers.The Skinny Rickies and the single armed agent on the other side of the door are relatively easy to defeat. A riot shielder and a shotgunner are both facing the elevator as Zero exits, forcing the player to choose their attack priorities carefully. Sub-level one is ridiculously easy, as a lone shotgunner is facing away from the elevator that Zero exits from the right side.She attacks him, but after Zero lands a few hits, she retreats and lines the floor below Zero with explosives, destroying the floor and causing Zero to fall into the vault below.īecause the Bunker consists of several sub levels, each one will be described in a bulletpoint. Zero spends most of his time in the actual Bunker level tearing through enemies without hesitation.Īfter fighting his way through the second half of the bunker, Zero encounters The Headhunter, who has been expecting him. This commentary is only heard if the player progresses fully through Bunker from Part I. However, if the Receptionist died in the Murdower Hotel level, he will instead be greeted by an old man who must be threatened in order for Zero to gain access deeper into the Bunker.Ĭomedy and Tragedy are overheard remarking about Zero's progress thus far into the bunker. Being extremely rude to the Receptionist will cause her to flee in terror and attempt to get in touch with the police. At this point, the player can choose to be amiable or rude. If the player chooses the most patient possible dialogue, the Psychiatrist will at least attempt to make it seem like Zero will not be targeted for extermination after his work is done.ĭepending on what previous actions the player has taken that might affect if the Receptionist lives or dies, she may or may not be the one to greet him at the Bunker when he visits. He will express a mixture of his and the government's view of why Chronos must be completely destroyed and forgotten explaining that the NULL Project was a failure in more ways than the government was prepared to deal with. ![]() If asked the right questions, the Psychiatrist will express a bit of pity and even seemingly some empathy towards the possibility of Chronos eventually killing Zero. The Psychiatrist will be generally shocked to learn what Zero already knows, but can become somewhat amiable if treated patiently. She says that she expects to see her toy again, and that he is only borrowing it for now.Īfter Zero leaves the apartment and goes to the Psychiatrist's office, the "normal" timeline will include Zero talking to the Psychiatrist about Chronos and the nature of the drug. The Little Girl will respond positively all the same.Īfter some additional conversation, the Little Girl lends Zero her toy Behemoth for safekeeping. As Zero asks her about the food, his options will usually consist of polite encouragement or somewhat brutal honesty. As Zero approaches the kitchen-area of his apartment, some recently cooked food is sitting on a kitchen island. As she continues to talk to him, she asks if he had some kind of nightmare. ![]() She attempts to start talking to Zero, and then his home comes into frame.
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