Thursday, July 22, 2021

PrinceWatercress plays Bio Menace - Part 28 of 37


The difficulty curve compared to the previous two episodes continues to take hold. At this point, you should be used to being careful as you make your way through the levels.

Guard Tower

Go up and get the grenade above the entrance, then stand between the left and center barrels at the top of the barrel stack. Throw the grenade to destroy the robot, then get the key to the right and the Super Gun bullets. Go back to the beginning, unlock the door, get the blue shard and put it in to destroy the robot with the Super Gun, go all the way to the right, open the door for the green shard and go up.

From here, you'll have to avoid the bombs from the robots above as well as the doors. The doors you will pass by just give you points, so go all the way to the right, climb up, hit the switch, jump left onto the platforms, hit the switch on the other side and get out of there!  From here, go back to the platforms you just took and take the second one. It will take you even higher now that you've hit that second switch. Grab the ladder above for Plasma Bolts and grenades, and take out the robots above. Go left, take out the robot, then use the ladders to go further up and take out the bomb robot. (To the right is a shortcut that lets you skip most of the level, but it's hard to use and requires jumping on platforms that will fall when you land on them.)

The left ladder leads to turrets and the top is blocked off; take out the turrets on the way up ahead of time. Take the other ladder and follow the path, taking out anything that tries to kill you. At the far right, there will be a ton of power-ups on the way down. Walk off the edge and hold Left on the way down to get them all, including the invincibility, then get the Shard at the bottom, make your way back up and go all the way back to where I told you to take out the turrets ahead of time. You'll be able to rescue the hostage and learn about the cyborgs that car.  Hit the switch. You'll activate a bridge. Throw a grenade at the turret. Use the chip you got to get out of here.

PrinceWatercress plays Bio Menace - Part 27 of 37


In case it isn't obvious, Episode Three starts hard and stays that way. This is true even on easy difficulty.

Fort Entrance

Now that you're inside the fort, you're still going to have to jump over mines and shoot down monsters and turrets. The big robot shortly after the start will shoot bombs, and you'll see a few of them throughout the stage. You will have to deal with plenty of enemies and turrets as you climb to the top after reaching the far right end of the stage.

The upper-right corner of the stage has a 1-Up behind the door.

One of the doors has a cyan shard. You'll need that shard to get the hostage in the upper-left corner of the stage, and you'll have to annihilate one of those bomb-shooting robots to get to them.

The 50,000 point icon leads to a spike pit of death, so don't even go for it.

PrinceWatercress plays Beneath A Steel Sky - Part 17 of 20


Once we climb into that ventilation shaft in the storage room, we'll be at the front door to LINC's inner sanctum. We're getting close now.


Once you've cut the grill open with the secateurs, you'll be able to crawl through and enter the subway. Beware: once you climb through the grill and into the subway, you won't be able to go back.

Keep going east and take the fork in the road. Keep going east until you see a hole in the wall. If you look at the hole in the wall or walk past the hole in the wall, an alien creature will pop out and kill you. To the left of the hole is a socket, however, and you can place the light bulb that you took from the generator and place it inside the socket. If you do that, the creature won't mess with you anymore, and you'll be able to travel further to the east to an old subway platform.

Here, you'll find out that Anchor Insurance has been around for a while if you look at the advertisements. Head to the right. When you go through the doorway, a support beam will fall down, and if you stand there, the ceiling will come down on you and kill you. You'll die. Head to the hole to the east quickly to get out of here.

From here, you'll be inside a room with a throbbing vein on the wall. In order to open the door to the east, you'll have to do a few things. There is a loose patch of plaster above the vein, and if you use the metal bar on it, you'll expose the brickwork. Use the bar on the brickwork to get a brick to fall down. Take the brick, then use the metal bar on the swelling in the vein below the brickwork. Robert will stick the metal bar in the vein. Use the brick on the metal bar, and you will make a hole right through the vein. Take the metal bar back out. After a couple of seconds, the doorway to the east will open up and a medical droid will come out to inspect the vein. Go through the doorway as it is open to get out of here.

From here, take the door to the north that you will immediately be standing in front of. There will also be a ventilation grill nearby, and if you look through it, you'll see a guy who looks like one of the clones from the cathedral checking on some tubes. It appears that these androids are not just made, but grown.

Go through the door to the north. This room is the cooling system for the facility. Go up to the control unit and reduce the temperature, then walk up to the metal iris that keeps opening and closing. The iris will be still for a little while. Right-click on the metal bar on the ceiling. This will loosen the hatch on the ceiling. After that, get back down the stairs. If you take too long here, the iris on the cooling vent will open up and you will fall down the pit to your death.

To the east from where you came in is where the medical droid went after tending to the vein you punctured earlier. If you look at the slot on the medical droid, you'll notice there is an empty expansion slot. Use Joey's circuit board on the slot on the medical droid, and you'll give Joey a new body for the first time in a while. Joy will warn you that if you are not careful, you will be killed, especially if someone who works in this weird area spots you.

If you go through the other door to the west (not the one you came in from, but the one north of that), you'll come across the android who is checking on the other androids. You can talk to him to get some information. You will find out from this android - whose name is Walter - that he is part of a future designed by LINC where all humans are substituted by LINC with androids that are educated and raised according to LINC's will. You had better save before you enter this door, as you will be killed by the android - who will grab you and snap your neck - in the end. Whatever you do, don't enter that door...yet.

Wednesday, July 21, 2021

PrinceWatercress plays Bio Menace - Part 26 of 37


Using the coordinates on the electronic chip he recovered from the steel head of the Enforcer on his last mission, Snake jumps in a recon helicopter and sets out for the next lab. "How many labs can there be? How long before I find Cain?" Snake questions to himself. Clearing a nearby mountaintop, the pilot exclaims, "Look! A building! Looks like those coordinates have paid off, Snake. Ready for your next mission?"

Sliding the bolt closed on his pulse rifle and cinching the straps on his utility pack, Snake responds with grim resolve, "Ready as ever! Wish me luck!"

"Luck?", the pilot retorts, "You're not careful enough for luck to be of ANY help to you! Just get in there and kick butt, Logan!"

At that moment, the chopper sets down. "Roger that!" I'm outta here! Save me a cold one back at base." Snake jumps out and starts directly for the fortress ahead. The helicopter lifts off and heads back to base, leaving Snake to whatever fate awaits him.

Barricade

Welcome to Episode Three. This is the most difficult of them all, and if you can somehow beat this episode, your gaming skills are pretty good.

When you start, keep jumping to the right, as there are mines hidden in the ground and there is no way of knowing where they are. When you reach the building, jump over the mine before the beacon and touch that beacon!

The gray guys carrying the bombs are new enemies, and if they run into you, they will blow themselves up in an attempt to take you with them. If you can, take them out with a grenade from a distance.

This level is hard! There is no health to speak of, there is a fake exit that leads to an instant, radiation-laden death, and the real path to the exit has turrets on the ceiling that fire at one of three random angles which cannot be destroyed. You are forced to run through this just to get to the real exit.

The ladders above the instant-death electric barrier just take you to three doors containing items that give you points. That's it.

{YTP} AVGN... With Corks And Toast (by TonyYorkieSilky1991)


I really need to watch some more Nerd poops.

PrinceWatercress plays Beneath A Steel Sky - Part 16 of 20


In this entry, we head to the St. James Club to see if we can find a way into the subway. As it turns out, we can!


There's nothing else to do here or in LINC-Space, so it's time to head into the St. James Club.

When you go in, there will be a few people you can talk to. The barman (whose name is Barry) is only useful if you talk to him first and nobody else, and he won't be able to serve you a drink. If you talk to the manager, whose name is Colston, he will tell you it is because you are a probationary member and because the licensing laws have been tightened. Speaking of which, Barry will tell you who Babs and Colston are.

You can talk to the woman, whose name is Babs, about the subway station. You'll find out that you're already in the station and that the club is named after it. You'll also find out that the tracks ran right through where the stage is now.

While you can talk to Gallagher, you won't be able to do anything.

You can interact with the glass, which has perfect traces of human fingerprints on it, but you cannot take it...yet.

You can also talk to the man opposite Gallagher, whose name is Colston. He is the manager of the St. James Club, but you can't get much important information out of him.

If you go to the door on the east wall at the back of the club, you won't be able to open, and you won't be able to use the metal place to open it, either. Since the only thing with fingerprints on it around here is the glass, and Colston won't let you take it, you'll have to distract Colton and take it. Go up to the jukebox and play the first song ("You Search, But Find Nothing"). As the song plays, it will skip, and Colston will walk up to the jukebox and kick it to get it to stop. As he does this, you can take the glass. You're done at the club for now, so go ahead and leave.

From here, you'll need to head to Burke's Bio-Surgery on the middle floor. Give the glass to Burke, and he will tell you to put the glass in the panel of the machine to the left, then put your hands in it. This whole part is done automatically as soon as you give Burke the glass, and once you get your fingerprints changed, you can head back to the club and right-click the metal plate near the door at the back. This time, the door will open for you.

From here, you'll be in a storage room. You can stand on the box below the grill, but you will break it, as the box is not strong enough to support you. Use the metal bar on the packing crate, and Robert will pull up a strong piece of wood. You can place that on the box, then stand on it. Use the metal bar on the grill, then use the secateurs to cut it open. You now have a passage into the subway ruins.

Tuesday, July 20, 2021

PrinceWatercress plays Bio Menace - Part 25 of 37


You'll have to get past The Enforcer to get to Episode Three...and 

The Enforcer

At the start, you'll need to gear up at the bottom of the level and grab all the grenades. Save the machine gun clips for later. Use your gun and the grenades to take out the enemies, as the grenades will be useful against the large robots  Once you make it far enough, you'll need to collect all fifteen keys and hit the beacon at the top. Once you see Robo-Pal, go back down and unlock all the doors and get all the machine gun clips, then go back to Robo-Pal, get him and head right. You'll face The Enforcer.

Once you meet The Enforcer, start shooting at it with the machine gun clips. There is a strange glitch with The Enforcer that causes you to lose grenades when it throws some at you. Just keep firing away with the machine gun, and if you lose a life or two, so be it. You'll take down The Enforcer eventually, and you'll able to place the bomb and exit the area. You've beaten Episode Two!