DNA Dark Native Apostle Walkthrough [2/7 Tutorial and Sewer]: All Files, All Biochips

All the relevant information about what is going on in this video can be found in the description. Cutscene - Who am I ? (00:00) Flashback - Tutorial (01:05) Cutscene - Human no more (04:56) Sewer (05:20) Boss fight: (Salamander) (14:22) The tutorial should be self-explanatory. The sewer is the first official stage and consists of a simple labyrinth and a few simple puzzles. The goal here is to find a way out of the sewer. These creatures here (05:25) have the lowest amount of HP out of all enemies and they might drop a small HP recovery. Normally I ignore most enemies, but since they go down quickly (with only one bomb) and they might drop a healing item, why not checking ? Another HP Recovery S (05:38) and a creature study (05:49) which explains how to defeat the boss of this stage. If you let yourself fall at the first opportunity (05:57), you can pick up a handgun (06:01). The same room contains a Power Chip (06:05). Stones count as weapons (06:16), but are almost useless and therefore not picked up. In the room (06:18), the right entrance contains an EP Chip (06:48) and the front entrance biochip files for the Dash ability and a Speed Chip (07:28). There is also an elevator to leave the sewer, but the battery is missing (07:36). You probably guessed it that we must walk to the other end of this stage to find it. You have the necessary biochips to create the Dash (07:55), which allows you to cross the set of blades without getting blown away (08:13). The best way to cross the water (08:20) is to use the Dash in a 45 degree and then to jump to reach the Range Chip. To get past this pipe (08:41), you need to plant a bomb while having the Range Chip equiped. Pick up the EP Recovery because it can come in handy later (09:12). In the second part of the sewer, you have to find a way to unlock all doors. The green door can be unlocked first (09:30). We can create the Light Bomb ability (09:49) and it is recommended to save all biochip combinations you plan to reuse (09:59). This one has the ability to get bats out of the sky so you can defeat them by bombs (10:08). They have a small chance of dropping medium HP Recoveries. If you pick up the sewer memo (10:45), then you can unlock the red door (11:06). All you need to do is to press the triangle button multiple times during the animation of the protagonist. Turning on the breaker (11:40) unlocks shortcuts in this stage and turns on the controls for the yellow door (11:54). To make it past these set of blades (12:32), you need to wait until they are tempralliy off and then use the Dash to reach the end. Same for the next room (13:02), but only the left one will be temporallily deactivated. There (13:10) are the controls for the brown door (13:37). And there you finally find the controls (13:42) for the blue door (13:55). There you find the biochip-files for the Light Bomb (if you haven't memorized the combination) and the battery for the elevator (13:59). You can now return to the elevator, but a boss awaits you in the round hall (14:23). The boss fight itself is a simple one. EP-management might be a bit more difficult. All you have to do is to plant a Light Bomb to blind the monster and then use a normal one near it to cause damage. To not run out of EP - which would mean that you have to wait until it is fully recharged before you can use it - wait until 7/8 of EP is available again since Light Bombs drain a lot of EP. A good estimation is to wait until the salamander did two poison attacks. The creature always does two poison attacks first and then a jump attack (I don't know what happens after that because I never waited that long). In case you get poisoned, there are three antidotes in every corner of the room. Six bombs should defeat the boss. Now return to the elevator. You can now use a shortcut to do so (16:22). Insert the battery and leave the sewer (16:28).

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