Flip it, and proceed west to unlock the fence gate (there's a Red Herb on the ground in the backyard, if you want it). Move to the back of the roof and climb down the ladder - there's a switch on the wall next to the base of the ladder which powers the elevator on the western side of the Laboratory. Grab the Hook Shot and grapple your way up to the roof (it doesn't matter which character). By the dramatic entrance of the bat, a gaping hole has been ripped in the roof of the church. Once the giant bat's wings stop flapping, you'll need to find a way inside of the laboratory. The bat should go down with a loss of minimal health. Keep re-aligning your aim using the L-trigger and wait for the giant bat to swoop down before you fire a round. Just stay focused on the giant bat, ignoring the group of smaller bats above your head. Six Napalm Rounds are enough to do the trick. ![]() The giant bat flutters above you and swoops down for the attack, but can be stayed by a well-timed grenade round - load your Grenade Launcher with the Napalm Rounds. The giant bat isn't too rough a foe, but his little minions will cause more annoyance than anything. Get yourself prepared: once you exit the save room you'll be confronted by the giant bat. There are some Napalm Rounds, a box of Shotgun Shells, as well as an Ink Ribbon. Inside the church, move up to the altar and go right into a save room. Keep Rebecca standing there and have Billy open the church doors, Grenade Launcher in hand. Split up the team and have Rebecca go east into the small room and step on the square in the floor that activates a switch. ![]() Run down the path until you reach the front of the church - the door is locked, but there's no key you'll need to find. With the Grenade Launcher readied, exit the Observatory to appear outside in an area occupied by an ominous swarm of bats.
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