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Chapter 05: Hot Pursiut |

Airport Hangars

As soon as you enter the level, an airport worker will come running, pursued by a trigger-happy brown striker. When you kill the striker, he'll drop a hypo-spray. Pick it up and go through the door.

It leads to a large room with armed strikers patrolling on the second floor. In the center of the room, you'll find a dead airport worker next to an energy cell that could be useful. Head to the glass-walled room on the far side of the large room, but be mindful of the strikers. Most of them are toting plasma rifles and they aren't above using them.

Head up the stairs and quickly disarm two brown strikers. Feel free to use the rifles yourself, as it helps eliminate the sheer number of enemies from a distance. When the strikers are dead, prepare for a suicide troop followed by a communications striker. After this, you can take a second for a breather, and collect the hypo-spray the communications striker drops that should help you recover from the barrage of attacks.

Run out to the catwalk that surrounds the room and go right around the room to the other side. Go in the first door, to the right around a sort of divider, and you'll spot a console. Since there isn't much else to be done, use the console and one of the doors on the first floor will unlock.

If you head to the other side of the glass room, you'll see several of the odd dividers, and behind one is a dead airport worker with an energy cell. Take the energy cell and go down the stairs and out into the open of the main floor of the hangar.

Run to the far left corner to find the door you just unlocked. Go through, but don't get trigger-happy. There aren't any enemies in here, but there are two airport workers. One will wave you over and tell you where you can find a tracking system to track where Muro's going. Use both consoles in the room. One will unlock the doors to the next hangar, and the other discloses information on ghost signals. Looks like it might be a foreshadowing. Head back to the main room and go through the doors into the next hangar.

Save Point 1

Shinatama will warn you about heavily armed strikers guarding the hangar, and none too soon, because an instant later an elite red striker will round the corner armed with a plasma rifle. Do some dancing, some boxing, and some disarming and take him out as quickly as possible before anyone sees.

When he's dead, skirt the room to the left. You'll see an armed blue striker. Either quickly dispose of him with a plasma rifle or close the distance quickly and deal with him where his gun doesn't do him much good.

A suicide trooper will come at you a few seconds later. From experience, you know to get away from them the second you see the final red flash. It's useful to go back though, just for the hypo-spray he drops for you.

Another armed blue striker will be patrolling the room, but since it's littered with boxes, you can probably sneak up on him without too much trouble and finish him off up close. It's not time to rest yet though, as you'll be greeted by a new threat, a tanker. Not only are tankers extremely tough, but this one's wielding quite the weapon, an SBG Man-Portable Mortar, to be exact. When he drops take the opportunity to seize the "superball gun" and the hypo-spray he drops.

Head for the windowed room the tanker probably came from. Right inside the door, you'll meet a communications striker with a nasty VDG Pistol. Test out the superball gun on him, see how it works, and take the hypo-spray he drops when he dies.

Use the console to unlock the door to the right of the room, and go on through. Get ready for some real trouble, because cutscene of Muro will play, and you'll instantly be attacked by two blue strikers and a communications striker. The last blue striker will drop a hypo-spray you'll no doubt be needing.

To your left you'll see a room with two consoles. One will unlock a door and several airport workers will come running out of it. The other details a scheduled "scour" and a warning for everyone to stay out while the scour is underway.

When you leave the room, you'll see a blue striker with a superball gun coming down the ramp. Either take him out first or get close fast so he can't use it without danger to himself. Kill him and head up the ramp after Muro.

At the top of the ramp, you'll see another ramp down to a room that closely resembles an elevator. Go in and use the console to flip the first lock light on two doors further through the catwalks. Leave the room and follow the ramp through its zigs and zags. You should get to a door that opens on its own. Go through and pursue the communications striker. Attack him, but be careful not to fall off the catwalk, because it's a big fall and can't be good for your health.

There will be another small room followed by a larger room where a tanker and an armed blue striker will be waiting. Take care of both of them. It's probably easier to disable the tanker with a quick throw, then disarm the blue striker and take it from there.

Go down into the blue room and use the console to flip the second lock light to the doors. Exit the room and keep following the clear path until you spot an armed red striker. Deal with him quickly and get the hypo-spray he drops.

You'll see the two doors you're trying to unlock, but there's still a third to be flipped and that's a little past the doors. Run to the other end of the platform and follow the catwalk to the third console room. Flip the final light and unlock the doors. As an added bonus, you'll also find a force shield in the room. Pick it up and head to the doors. Go through the first door you get to (it should be the right one).

Save Point 2

When you come through the door, a blue striker will come at you from the right. A few second later, a tanker will come at him from the left. Try to kill the blue striker before the tanker gets to you so you can focus all your attention on that brute. If you look at the console to the left, you'll see a voice transmission of when the attack on the airport began. Leave the console and head to your right and towards the edge, where you'll see stairs that lead down to the ground level.

Going down the stairs is optional and not required to get through the level, but there are some goodies to be found there. At the bottom of the stairs is a red striker carrying a superball gun. When you start fighting him, an airport worker will come out of hiding to help you. When the striker dies, he'll drop a hypo-spray, and you'll receive another one from the airport worker.

If you head away from the building, into the crates, a communications striker will come at you with a VDG Pistol. Jump and land on him to disarm him and get a little damage in without being stunned. When he dies, a blue striker will start shooting at you from the stairs. Run to meet him and get that nasty gun out of his hands before he hurts someone. Unfortunately, neither he nor the communications striker will drop anything, but they aren't too difficult to take care of so it shouldn't be mucn of a problem.

Look to the left of the building and you'll see a brown striker on guard at the edge. Dash towards him, shooting him and strafing to avoid his weapon. Kill him quickly and head into the alley, where a brown striker with a VDG Pistol and a tanker will be hiding in wait for you. Try to keep one down at a time with a staggering glow or sweep kick. When the brown striker dies, quickly pick up the hypo-spray he drops and finish off the tanker. You can do some fancy jumping on the crates back here to get an energy cell and a force shield.

Leave the alley and head in the direction of the stairs, but pass them and use the passageway on the right to cross to the other area below the roofs. Two airport workers will come running, chased by an armed tanker. When you kill the tanker, one will thank you with a hypo spray, and the other will give you an energy cell or two. Again, you can do some fancy jumping here and get a phase cloak, but it probably won't do much good, since it will be gone by the time you find your next enemy.

Run back to the other side and go back up the stairs to continue through the level. At the top, you'll need to turn to your left to see the path that leads across the roofs.

You'll see strikers patrolling the tiered roofs, most of them armed with plasma guns. Take the first ramp on your left and go up. It's a good idea to head towards them when they're walking away from you, and hide behind vents or crates when they can see you. It saves a lot of wear and tear on the body and also helps store up hypo-sprays for when you really need them. When you go up the ramp, quickly disarm the blue striker and turn the gun on him to see how he likes it. Another good way to deal with him is just push him off the roof.

A blue striker on the next roof will start shooting you with his plasma rifle. Run up the ramp towards him and either shoot him with a weapon of your own or disarm him and kill him hand to hand. Pick up the hypo-spray he drops and go back down the ramp.

To your right, you'll see a ramp leading down to a parking lot where an armed red striker stands guard with a scram cannon. If you choose to go down here, and it's not required, go quickly and disarm him. Run around the corner and disarm a blue striker who's going to give you more trouble, then spend your time keeping one of them on the ground at all times until they're both dead. Pick up the hypo-spray the red one drops to restore a little health that will probably be welcome about now.

There isn't much else down here but a locked door and a console that depicts the fate of the people scattered on the ground. Head back up the ramp and then up the ramp to the left to get to the next roof. You already took care of the guard here, so follow the roof along until you come to a steep ramp to the left. The next roof holds a red striker with a plasma rifle, but that's about it.

If you look out to the next roof, you'll see stairs on the right that lead up to a locked door. Go down the ramp to the roof and pick a fight with the armed tanker there. When you've finished him off, take his hypo-spray and continue on the roof. An unarmed blue striker will try to get in your way. Make short work of him and head around the large crate to fight the red striker armed with a scram cannon. When you're finished with him, run to the end of the roof and take the stairs down to the ground. Unlike the other two ground areas, this one isn't optional, because this is where you'll find the console to unlock the door into the building.

On the ground, go into the alley immediately to the right of the stairs and fight the red striker and tanker. When they're dead, two blue strikers will come around the corner. One armed with a black adder, the other with a VDG Pistol. When they die, one will drop a hypo-spray for you to pick up.

Leave the alley and head to the left, past the stairs. You'll find a passageway to the other side on the left, and there will be a console inside a fence, but it's guarded by a tanker with a superball gun and a suicide trooper. When the tanker dies, he'll drop a hypo-spray, and when the suicide trooper dies, as always, get out of there. Use the console and unlock the door into the building.

Save Point 3

When you go in the door, speak to the civilian in the grey shirt. He'll give you an energy cell and an ammo clip. Head through the only door in the room and down the stairs into the next room. As you head through this room, beware of an ambush from a red striker and a tanker.

Go through the next door and down another flight of stairs into the next room. There will be a blue striker to greet you, and a red striker will be hiding behind a divider in the next section of the room.If you go into the back alcove of the room, you'll meed a civilian who will give you a hypo, and you'll also find what you're looking for: a repelling harness.

Go through the next door and down another flight of stairs and into the room beyond. A tanker will attack you upon your entry into the room. When you've dealt with him, head to the right where a communications striker will come through the unlocked door to attack you.

Beyond the door is an armed blue striker who will begin to shoot at you when the communications striker opens the door. Shoot at him from the other room, where you can duck behind the walls. When he falls, go into that room.

Save Point 4

There's a ramp that circles the room and leads into the ceiling above. This is where you need to go. Deal with the tanker at near the windowed room and take note of the alarm console in the room. Continue up the ramp to the level above.

This area is a series of catwalks above the repair hanger. When you reach the top of the ramp, you'll immediately be attacked by two blue strikers. One has a scram cannon, and the other has a VDG Pistol. Disarm them and throw them or deck them one at a time so you only have to deal with one being up.

When they're both dead run to the far side of the catwalk where a brown striker with a plasma rifle will be on patrol. Push him off the edge of the catwalk or kill him with a quick series of attacks. Next head at the blue striker who's carrying a plasma rifle. When they're both finished off, head back to the catwalk across the center of the room, to where "x" marks the spot.

You'll have reached your final objective at this point. Watch the cut scene play out and take some time to explore the low route.

�Next �Chapter 6

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