--------------------------------------------
Cell Chamber Demo v1.2 Walkthrough and Guide
--------------------------------------------
As a general note, I find this game very comfortable playing with a control
pad, assigning the spacebar to 'X' on a PS controller and dash to 'O' on a
PS controller, as it was in BOF3.
***************
Field Controls
***************
Direction Arrows - Walk
Space Bar - Talk/Action
Shift Key - Run (After tutorial)
ESC - Menu/Cancel
Q - Look Ahead (When enabled)
D - Swap Character (When enabled)
***************
Battle Controls
***************
Direction Arrows - Navigate Menu/Input Skill Combos
ESC - Cancel/Bring Up Escape Menu
Space Bar - Select an action
-----------------------------------------------------
MAIN WALKTHROUGH
-----------------------------------------------------
_____________________________________________________
CHAPTER 1 - THE BIRTH
_____________________________________________________
i Basement
After the intro credits you will find yourself coming to in an eerie
basement. When you gain control of the player walk near enough directly
up and investigate the power flip switch. It is in between the generator
and the barrel. The room can be searched but there is nothing to find in
this room.
After watching a short scene, examine the gun that the was dropped in the
cutscene. You can equip the gun in the menu. If you struggle to see the
gun, try to make your way up the stairs twice, on the second attempt the
game will highlight it for you.
ii Moonlit Corridor
Now make your way up the stairs. From this point on you can run instead of
walk by holding down the shift key. The corridor forks left and right.
For now there is no need to go right but you may want to acquaint yourself
with that location. Otherwise head left to gain a better understanding of
what is going on.
iii Main Hall
Again, watch another cutscene. All the other doors will not be enterable
until you have investigated the room shown in the cutscene. Go up the
stairs and into the middle room. After the cutscene you will be free to
investigate the manor.
iv Main Hall - After dining room
You need to find a way out of the manor. Like your father said, head down
the stairs past the middle landing and into the only ground floor room.
Investigate the fire in the fire place. There is an unreachable silver
object under the flames that need putting out. Head back up to the top of
the stairs and into the furthest right room.
At the back of the room is a plant pot perfect for containing water.
Leave the room and travel along the top landing to the furthest left room.
Examine the sink and then fill the pot with water to acquire a pot of
water. Examine the cabinet to find a Tonic.
Take the pot of water back to the dining room on the ground floor and use
the water to extinguish the flames. A secret passage will be revealed.
v - Hidden Surveillance Location
When you descend the stairs you will see a locked gate. This gate requires
both the left and right switch to be pulled in the time specified by the on
screen timer. You have plenty of time so it should not be too much of a
worry. Remember to use the sprint button to get to the second switch in
time.
Ascend the stairs and the gate will lock again behind you, sealing you into
the room. After the cutscene, you will notice a save point down the left
hand passage, as well as two southern exits at either end of the passages.
They are both currently sealed. Head back to the computer node and switch
it on. Examine it a second time to use it.
The computer is used for on screen surveillance around the house. There is
also the option to input a door release code. Examine the fourth camera
and on the small table the code is present. This was the only unreachable
room within the house. The parent’s room. If you struggle to see the code
it is - 7 1 2 7.
Input it into the computer and the two southern exits will unlock. Head
down the right sided passage and into the parents room.
vi - Parents Room
On the far right of the room is a bedside table; inside it is a trigger to
open an emergency exit back in the cutting yard (The right exit to the
corridor back by the basement stairs). Trigger it. In the left sided
cabinet is another tonic by the left sided bed.
As the parents room is locked from both sides, make your way back into the
surveillance corridor and out the left sided southern exit, opposite. This
will lead you into Koen's room. From Koen's room, head back through the
manor and out into the cutting yard where a staircase is revealed under the
soft dirt.
vii - Escape Shaft
Make your way down the stairs and through the next couple of maps. Head
down the ladder by using the action key on it and you will be presented
with another dual switch task of triggering them both before the time runs
out.
viii - Old Factory
This is the first true puzzle in the game. I have broken it down into two
sections - Guide and Solution. Read the guide if you need a clue or some
form of direction, read the Solution to be told the exact answer.
----------------------Factory Box Puzzle Guide-----------------------------
After the cutscene, jump into the transporter and read the instructions.
The boxes are used to exert weight on both the left and right sensor pads
shown in the instructions. The right one is cut off and cannot be reached
meaning you will have to solve the puzzle using only the left side.
To power the transporter, the weight applied on the left sensor must be
three quarters of that applied on the right. Therefore the total weight on
the right side needs to be found out first.
Take note of the four coloured crates on the right sensor and then refer to
the two guides - One describes the contents of the boxes based on colour
scheme, the other describes the weights for the goods to be shipped in,
based on UNITS.
Add together the total weight on the right sensor and find out 75% of that.
That is the value in units that need to be applied to the left sensor.
(Right sided total pressure / 4) x 3 is the easiest method for this.
Then by using the various boxes on the left platform, try and create a sum
of that figure. As we are looking for a far lower sum for the left side
than the right - but using the same boxes, it makes sense to work with the
smaller boxes, upwards, first.
Once a combination of boxes has been found, push them up onto the sensor by
using the enter key. If you mess up, use the switch on the left (over the
jumpable gap) to reset them. Be careful where you are pushing them,
because it is easy to push them into a dead end. Remember that the central
ledge can be leaped across back and forth too.
When all four boxes are in position, you should hear a loud noise to
indicate the puzzle is solved. Head back to the transporter and use the
space key to power it up. Press the space key once more to leave the area.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
---------------------------------------------------------------------------
---------------------------------------------------------------------------
---------------------------------------------------------------------------
-------------------------Factory Box Puzzle Solution-----------------------
The right sensor has 180 units exerted upon it. 35 + 35 + 40 + 70
75% of 180 = 135. Easy math 180 / 2 = 90 / 2 = 45 x 3 = 135
The left side requires 135:
Yellow x 2 ... 20 Units + 20 Units
Red x 1 ... 40 Units
Green x 1 ... 55 Units
The 2 yellows and 1 red can be found the right side of the leapable gap,
the green on the left side.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
---------------------------------------------------------------------------
---------------------------------------------------------------------------
---------------------------------------------------------------------------
viii - Manor Feasibility - North
After reaching the North Terminal, investigate the small room to the north
and search the lockers. Inside will be a set of protective boots that can
also be equipped. Head back out and to the left to come face to face with
the being from the previous cutscenes. This eventually results in a quick
battle tutorial (That at the time of writing hasn't been updated). After
the scene Koen will be taught his first two skills Focus and Combo Bullets.
Focus - Koen can perform this on any ally raising their attack power and
Skill ability by 33%. This will last the duration of the battle unless
removed by an enemy.
Combo Bullets - Prompts a box to pop up and needing the button presses to
be input in the given time to perform the move. These always consist of
directional arrows. A far stonger attack than a normal attack.
Call the elevator from the buttons then use the door to enter it. After a
cutscene, you will find yourself in the last interior before the forest.
Be sure to save.
ix - Manor Outskirts
This section of the game plays as a stealth section whereas Koen has to
avoid the guards. He has no fighting ability and knows he would not
survive a firefight.
Play close attention to the instructions. Do not step in puddles or sprint
across wooden bridges, make good use of observing the area using Q, be
patient and remember that hiding in good places does work.
Getting encountered does not lead to a battle, however for each time your
end of mission reward is decreased.
-------------------------------Best Route----------------------------------
First, head up the right side and hide behind the protruding cliff edge.
View the guard’s patterns and notice how they both leave that grassy ramp
unobserved at the same time. When they are not looking, you can either go
up the verge and straight to the left to hide up against the log, or brave
it and try and get the other side of the upper cliff before the upper guard
turns back around.
Observe forwards to see the next two guards. After a few seconds you will
see they both turn around at similar times and leave a large window of
opportunity to head up the stairs. After this you will reach a check
point.
This next section is a bit harder. The two guards cross each others paths
alternating. Just as one passes the other you need to dash between the two
so both of their backs are towards you. The best place to achieve this is
up the path to the left of the small central tree. Speaking of that tree,
it is also possible (if timed just right) to run up against that tree just
as the lower guard is behind it - obscuring his vision. Do this as he is
walking to the left and then follow in his footsteps until the window of
opportunity opens.
Once past those two, take refuge against either the cliff up the right, or
behind the hump to the left and observe the next lone guard. The best
moment here is to pass him when he is on the bridge itself, but be sure to
walk or else he'll hear you behind him.
The next guard is another lone guard up on a cliff. Therefore, you can
press right up against that cliff edge as he cannot see directly down a
cliff. When he turns away run up behind the tree, making sure not to step
in the puddle.
Hide up against the cliff and observe the situation again. There is one
dozing guard to the right and a guard patrolling the above bridge that
will continually wake the dozing one.
If you want to get the chest which contains a collector card (the games
credits to the helpers) walk past the sleeping guard whilst the patrolling
guard is away, open the chest and wait behind the tree to the right out of
sight. Wait completely for the guard to go and the dozing guard to fall
back asleep and return to your original position. On the second time of
the guard waking up dozy-head run behind them and WALK up the bridge.
The next guard is easy and can be ran straight behind, he will not turn
round. Then hide the southern side of the central mound and observe when
the two above guards split. Run between them and up the cliff. You will
finally see two guards waiting at the bridge, a chest to the right of them
and a hidden switch in the ground to the left. Stand on the switch and then
walk across the bridge. The guards will stay put, depending on how well
you did you will be rewarded with money, money + collector card or nothing
at all.
_________________________________________________
CHAPTER 2 - THE HAZE
_________________________________________________
After some cutscenes, chapter 2 will begin.
After waking up for a second time, find your clothes at the bottom
left of the room. Press enter to put them on. Leave the room and make
sure to check all wardrobes and doors for items then head
downstairs. Head out the door and down the ladder. Underneath the
platform supporting the building is a hidden chest containing the Saint
Minor Card. Head down and down the path to the village. Head downwards
and like Niko said head west at the crossroads. You can also explore at
this point instead, should you wish. Be sure to check as much as you can
in all the houses as there is a fair amount of G to be found. There is
also a chest between the item shop and the right sided building containing
some basic wood.
Head west as Niko said and a cutscene will be prompted with Kenji. After
listening, return to the house and examine in the fireplace. Another
cutscene will start - quite lengthy this one.
After the scene, head down the stairs and go back into the hidden HQ.
There is a chest with a tunic for Niko.
Head back into the village and head south, across the bridge and into south
Rubel. Follow the cliffs round to the left (noticing the chest on the
track above) and enter the Mine depot where the track sticks out from.
Near the bottom hit the switch and watch the minecart set off. Go back
into the village where the minecart has knocked off the chest to receive
the RMXP_USER Card.
Go back to the crossroad area and talk to the girl. Should you wish to
play a minigame you can. Go back to the West and pass underneath the
waterfall in the centre. Look closely and there is a cave behind it.
Inside the cave you will meet Card Collector 001. Hew wants to see the
Saint Minor card you found underneath Niko's house. Show him and receive a
new bow for Niko. Equip it. The girl in the top left can be flirted with
to increase your charm, but it can also be decreased.
Honesty +5 Points
Hit on her -5 Points
Lie -3 Points
In the house to the top right you can invade a mans privacy to the point of
him giving you a good hiding.
Go into the top left cave for your meeting with the mayor. After rather an
odd discussion and a little bit of negotiating, the mayor grants Koen and
Niko entry to the mines. Head back to the crossroads and head East.
Inside the miners guild is a save point as well as a good place for
conversation. Head up the cavern and into the mines.
____________________________________________________
RUBEL CAVERNS
____________________________________________________
ENEMIES
SPIDEA
HP / 85
Ap / 20
EXP / 2
G / 3
DROPS: SOAP 33% chance.
Very weak and almost fodder. Can perform entangle making your characters
slower and can run away if low on HP. If Niko doesn't kill one with her
first attack, have Koen aim at a new one and have Niko finish it off second
time round. This will make fights quicker rather quicker.
ARACHEA
HP / 430
AP / 250
EXP / 12
G / 9
DROPS: TONIC 33% chance.
The mommy spider. Possesses the same moves as its children but will not
run from battle and is far more powerful. Use a combination of Burn and
Koen’s attacks to see these guys off more quickly.
MOULD
HP / 160
AP / 40
EXP / 9
G / 10
DROPS: ANTI-TOXIN 66% chance.
The moulds are quite a nuisance, especially in pairs of two as they will
pollute your characters with an ALL attack named Pollution. They are
weaker to physical attacks than magic skills so use Combo Bullets and
preserve Niko’s AP. If you need to, get Niko to use healing items and
Anti-Toxins.
ANIMUS
HP / 800
AP / 100
EXP / 20
G / 20
DROPS: Nothing.
The spirits of the old miners killed within the mines. Its main attack is
devour which will suck your life and give it back to him. He has a strong
resistance to physical attacks but use up Niko's burn on him and he'll be
gone in no time.
--------------------------------------------------------------------------
Inside the cavern you will immediately notice a save point and a similar
orb that is orange. These orange orbs can be used to entirely heal the
party and should be made good use of. Open the first visible chest to find
a stick of dynamite.
Down within the rocks to the right is x3 Iron. Proceed up the ladder
above. In the chest to the right are a few tonics. Cross the bridge to the
left and follow its path. You will come across a chest containing some
granite. Follow the bridge across to obtain a second dynamite. Head back
down the ladder you went up and examine the boulder in the way. Use a stick
of dynamite to blow it up.
Before blowing up the next boulder, head left. Notice there is a dark
boulder. Dynamite is not strong enough to blow up this. Head left again
and go up the ladder. Up the stairs to the left is an enemy and a chest
containing some body armor. Equip it. Head back down and right across the
bridge. You will have to fight a troop of two moulds on it. There is a
secret cave again behind the fall. Inside is a DJRODRIX Collectors card.
Head back out and to the right. Jump down the cliff edge until you get to
the ledge with the last dynamite on it. Collect it and jump off.
Blow up the next boulder where you were before and advance. There are three
chests to the right area containing a clay, Book of Light and a Fresh
Water. Handy for the boss battle later. Head up and round to the right of
the pool of water. Behind the waterfall is a chest containing a Hydrolic
Card. Head to the left where you will see the last boulder and the exit.
Just beyond that is a final chest containing C4. You can use to blow up
the black boulder from earlier and get a ring that resists STICKY status.
Also useful for the upcoming boss.
In the next room a small cutscene will trigger. Underneath the cart there
is a hidden box containing 2 more Books of Light. The minecart currently
has no power so head round to the right. Go up the ladder to be
encountered by one enemy. There are two chests, 1 contains some black
paint the other contains the last necessary stick of dynamite. Head back
down the ladder and past to the right. Jump over the small part of the
river where prompted and blow up the last boulder.
Another cutscene will trigger resulting in Koen and Niko getting separated.
Niko now has to control the switches to the minecart track to get Koen
over to help her up. The fact you can also view from the area to the left
of the minecart is also demonstrated.
First turn on the power and then change to Koen and have him walk back
round to the minecart. It is advisable not to get into combat at this
point.
-------------------------------------------------------------------------
MINECART PUZZLE
-------------------------------------------------------------------------
GUIDE
The 6 switches from left to right do change the track from beginning to end
chronologically. The first switch will change the first intersection the
cart travels and so forth. You can use the view area to check this.
The routes to the side lead into hidden items.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
---------------------------------------------------------------------------
---------------------------------------------------------------------------
---------------------------------------------------------------------------
SOLUTION
All Switches off - Enters Room 1 : Reward = 1 Fresh Water
Switch 1 On - Enters Room 2 : Reward = Omniouschaos Card
Switch 2, 4 5 On - Enters Room 3 : Reward = Lord Enigma Encounter*
Switch 2 and 4 On - Crosses the Chasm
*Correct Answer is Beaumont Tree, answer can be found in Rubel West. The
reward is a Light Handgun for Koen.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
---------------------------------------------------------------------------
---------------------------------------------------------------------------
---------------------------------------------------------------------------
After crossing the chasm you can find a chest containing gun powder (A
standard item - not quest related). Then head right and head over to Niko
/ or the rope and hit enter. Take the rope back to her and help her up.
In the next area, it is generally just the old excavation point and
contains little routes with chests in it. Directly up after entering you
can find a fresh water. To the right and down a tonic, to the right and up
some clay. Head back left and up the ladder. In the route north of the
ladder you can find another tonic. Then head left and save. Ensure both
Koen and Niko are ready for a boss fight. Ensure Niko is at the minimum
level 3 so she has the skill recover. Head up the ladder and wait for the
cutscene to trigger.
BOSS BATTLE
INCENDOR
HP / 1100
AP / Max
EXP / 140
G / 180
Drops: Nothing
Incendor's moves generally work in order. He will begin the battle quickly
by using Flash Bang. This will damage both Koen and Niko as well as
possibly casting Sticky upon them.
Throughout the fight focus Niko on using recover as burn will cure
Incendor. If she does have a spare moment just use attack or defend
depending on the situation. Have Koen cast Focus upon himself first round
and then use Combo Bullets every chance he gets. If he runs out of AP,
have Niko use a Fresh Water on him if any are available.
When Incendor gets mad he will heat up and feel a fire inside, when he is
about to unleash his fury he will be enraged. It is not guaranteed he will
give you two warning so best bet is to block with both as soon as he gives
a warning. He will then use Cremation Winds on both Koen and Niko. If
they are not defending there is a chance they can both get wiped out
instantly. Continue to use Combo Bullets and he will soon fall.
Cue end of demo credits, Thanks for playing!