lost planet: extreme condition walkthrough


Luckily, there's nothing especially mysterious about defeating the VS. Equip your own VS with a rocket launcher of some sort, along with either a gatling gun or an EM laser or something similar. You'll be above the rockslides at this point, and will be able to use your laser rifle to fire away at the weak spots on the underbelly of the moth as it flies over you.

Anyway, the Spider here is large and intimidating, but follows a fairly simple pattern. You can transfer weapons from one VS to another, but in order to do so, you have to exit the VS, detach the weapons from the sides of the VS while on foot, then place them on the ground and pick them up with the other VS. You'll need to deal with the weak spots on the side of the Green Eye before you can finish it off. Mostly Trilids, but there are also some new miniature versions of the bee boss, as well as Akrid tentacles which pop up from the ground and fling explosives at you. There are two exits from this area, with one to the south and one to the east.

Apart from the soldiers, which are easily killed by the plasma rifles, the other threats in the area are turrets and VS's, so try to find a rocket launcher or other powerful weapon and use that on the armored enemies. This Akrid boss looks very intimidating, but is, in actuality, something of a pushover.

You aren't completely safe anywhere on the battlefield; even if you jump onto one of the platforms available to you, it can still crawl up the sides of the walls and pound you that way. The Mountain Route 02 is your next destination. As you hold down the trigger, though, your use of T-Eng will drastically increase, so be careful about keeping the triggers depressed. Take the opportunity to blast away at the weak spot on the top of its head with whatever weapons you happen to have equipped, with more powerful weapons being preferable, as you'll only have a few seconds of unfettered access to this weak spot.

Shotguns or rocket launchers will work well here, but if all you have are dual gatling guns, then those will at least deal a good amount of damage; just be sure to reload them just after you shoot off the second leg, as that will let you reload while the beast falls down and will ensure that you don't have to reload in the middle of firing.

III, which was intended to be a new outpost for the human race. Another drawback to using the driller VS is that it's difficult to see what the heck you're aiming at.

This won't work against boss-level VS's, obviously, but will still be handy in VS-intensive missions. Nevec VS's will be guarding it, so kill or avoid them, jump the fence, then run up the stairs where there's a Data Post and head to the door there. If you find yourself running around on foot, use it to fire fully-charged shots at any enemy VS's that come your way to knock the pilots right out of the seat and neutralize them. The confined space will make this fight somewhat taxing, but if you hop into one of the two VS's in the area, you can nab another gatling gun by walking over to it on the floor and equipping it to your unused weapon slot. Apparently, there's been some action here, as there are plenty of fallen VS's and the like in the area.

Before you take it on, though, try to snipe out the three smaller VS's in this arena from a position of height.

The rockets are usually going to be the most annoying, but you can slide away from them if you can see them coming. The central mouth of the Akrid will periodically open, revealing a fleshy missile-spitting orifice underneath.

The Green Eye has a number of ways of dealing damage to you, but the most predominant method of destruction will be its ability to launch ice shards out of the top of its husk, which will rapidly come your way and attempt to knock the stuffing out of your VS.

Isenberg, as mentioned, is going to be tough to take down. You can't kill it (yet), so don't bother even trying - just run! You'll have a long trip to reach it, though. This model packs a rocket launcher, as well as a jumping attack that can stagger you when it lands nearby you. With a plasma gun in hand, start going to town on the smaller VS's and the soldiers in the area; they'll all die after only two or four shots.

If a VS is destroyed, its weapons will likewise blow up along with it, so if you're using a VS and want to preserve its weapons, be sure to eject from it before it's destroyed, then detach the weapon from its chassis and move it to another VS. When you reach the far side of the parking lot, head up the snowy hills and dig in the pile of snow nearby to find a rocket launcher.

Other soldiers in the area will be heading the same way, so follow them along until you reach the walkways above the hangar. If you use the shotgun at close range on the enemy, you'll deal a good amount of damage to it. The VS shotgun possesses perhaps the most distinctive firing sound of any weapon in the game. Secondly, if the worm sticks its tail up into the air, it will launch, um, big blocks of material at you.

If you can zap them before dropping down, you won't have to deal with them and fight the driller at the same time. (You can probably snipe out the turret gunners if you zoom in far enough.).

You can hop into either the VS here (assuming it's still intact) or the rocket turrets and use them to finish off the remaining Snow Pirates. Time for some fun. Be sure to have yourself topped off before coming in, then, or switch to another VS when you have the opportunity to do so. This electrical attack will do a lot of damage. Just keep your gatling gun depressed at all times; if you can't shoot the VS, shoot the drones that move around atop it. The hardest to avoid is a wave of ice which it cause to erupt from the ground with a well-timed breath of hot air. As you enter the Material Storage warehouse, another chryatis will appear. The target marks are really only needed if you want to get achievement points; you can safely skip them without impacting the game at all.

After one of the initial VS suits goes down, another VS jumps into the area. Among the attacks are a simple gatling gun spray, a pair of fire-and-forget rockets, and most damaging of all, a close-up attack which causes an electric field to sprout in front of him.


On the other hand, if you decide you want to attack the worm and earn your 50 achievement points, you're in for a heck of a ride.

Inside the tunnel is a driller VS, so bypass it, drop down into the hole in the rear of that tunnel, then grapple or jump your way out to the other side. With two gatling guns, you'll be able to unload on the dongo when it's possible to do so. You can expect videos for all of the bosses, as well as some tips on getting through the levels and which weapons to select as you play. You haven't seen a chryatis in a little while, so it may come as a surprise to find that the boss for this level is, in fact, a giant version of that specific brand of Akrid.

And avoid its attacks; that'll help, too.

Just ascend as quickly as you can, and try not to get blown away.

The double-jump will be all you need to get to the top of the shaft that you're in, and will give you more control to boot. When attempting to avoid them, be sure not to run into the invisible barrier that rings the battlefield; if you do, it'll look like you're moving, even though you're really not, and the missiles will easily hit you. Fire your weapons at it for a while, then watch the cutscene that ensues.

If you're reading the PDF version of this guide, then you may want to check out our HTML version to watch the video there, as it shows precisely how to move and attack if you want to take down Isenberg. Move along with him, holding down the right analog stick, and when he stops, unleash it to hit him over the head with the sword.

There'll be a large weak spot underground there, near the lava. Use your plasma gun to snipe out the rocket turrets there, then shoot the doorway that's up off of the ground and anchor yourself up to the opening there. There are also some of the automated turrets in this area; you can either destroy them directly or search around for the purple stalks nearby, which control their fire. There's another gatling gun in the corner of the arena across from where you pop up, so grab that to ensure that you don't run out of ammo. It's curious how your teammates express so much shock about how this Akrid could be the source of the heat signatures you've been reading. After moving into the structure atop the bridge, avoid the explosive Akrid, then find the room with a few soldiers on foot and drop down to the groove in the middle of the floor. You'll have plenty of teammates in this prologue, but you'll be flying solo for the rest of the game.

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A bit of gatling fire will knock them out permanently, allowing you to focus on finishing off the beast. Unlike a rifle, though, the plasma gun can take down a full VS from long range in just a few shots. It may also sweep its feelers side to side, which can be jumped over. If you bring a rifle with you from the tunnel, you can attempt to snipe the pilot of the mech out of his cockpit, leaving you with a full-powered mech to use on the rest of the pirates.

Eventually, you'll come out to a longish railroad line that leads to the Pirate base. That's still a pretty small number of rounds of ammunition for a weapon that can fire on enemy suits from as far away as you can see, though! But he's a bad guy. Capable of holding only six shells in its chamber, it'll be great for nabbing headshots against distant foes, thanks to its ability to zoom in with the d-pad. When both of the feelers have been dispatched, start working on the main body. If you don't want to fight the VS, though, you can probably just bypass it and head into the tunnels nearby to reach the next section of the level.

The shotgun is going to be the second weapon you find in the game, but it won't be something you'll want to use for very long. Find the cave and head inside. This is a VS that can transform into a bike.

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