Guides - 9-5: The Chosen (1/2)



Quest: Government Quest 9-5: The Chosen (1/2)
Description: TRescue Rupika. Search for her in the Crater.
Client: Principal
Reward: None
Prerequisites: Government Quest 9-4: Pursuit
Overview: The first portion of this quest takes place in Crater Interior. You can either take the short or long route to reach the next stage. The short route involves navigating a cactus maze. The longer route is a little more straight-forward and features more enemies. For the purposes of this guide, it is assumed you will be taking the long route. After clearing the last wave on the long route, Ash will appear. Talk to him and take the warp to the Subterranean Desert.

The first Subterranean Desert level is a relatively long level filled with numerous rooms, warps, and enemies. One of the first rooms you will encounter is laden with poisonous gas. You will have to stand on the raised, rocky pads to avoid having your HP drained away. Shortly after that, Kireek will appear. Talk to him and proceed on to the next poisonous room. The difference between this poisonous room and the previous one is that you can stand on a button to temporarily stop the poison. Unfortunately, you have to destroy a bee-hive to gain access to it. Destroying a beehive will cause several bees to appear. These bees can paralyze human and newman characters. Later on in the Subterranean Desert, you will come to a crater-shaped room. Clear the room within 5 minutes and talk to Montague to unlock the "Merissa A room". Also, you will encounter Bernie shortly before the warp to the final room.  Before entering the final room, make sure you are well-stocked with supplies. You will be facing numerous enemies in a dark room. Also, if you play through the quest quickly enough, a scene involving Montague will happen shortly before exiting the level's exit warp. 

RUMOR: It is speculated that there is an increased chance that a Merissa AA will appear in the Merissa A room if you complete the final room in the dark. To help alleviate the obvious problems that darkness can cause, you can stand on the raised, rocky patches to light the room. 

NOTE: If you proceed through the quest quickly enough, you will be able to watch a scene involving Montague and Elenor.
Maps

About These Maps
On the maps below, the path the player should take is denoted by a red line. Doors and laser fences that are opened by pressing a button are also marked. Please note that switches are represented with circles and fences/doors with ellipsoids. Colors are used to indicate which switch opens which door/fence. Doors/fences that are opened as a result of clearing the room of enemies are not marked. Since it would be impractical to label every single box, a green box is used to denote a group of boxes. Finally, traps, including damage, confuse, slow, and shock, are denoted using a generic Damage Trap icon. Like the box icon, a single trap icon may denote multple traps.
Crater Interior


Walkthrough
  1. You can either take the short or long route to reach the next stage. To clear the short route, you must navigate the cactus maze and kill two Zu. The long route features numerous enemies. The route you choose will depend on your motivation for playing the quest.
  2. If you choose to go the long route, Ash will appear after the last room in the area has been cleared of enemies. Talk to him and then take warp to the next area.
Subterranean Desert 1


Walkthrough
  1. This room is filled with poisonous gas that will slowly drain your HP. Stand on the raised rocks to avoid the gas.
  2. Talk to Kireek and go back to the previous room to clear the enemies. The next doorway should now open.
  3. Destroy the beehive and stand on the button to temporarily turn off the poisonous gas. Just be careful if you are using a human or newman character, the bees can sting and paralyze you.
  4. Clear this room within 5 minutes and talk to Montague. This should unlock the "Merissa A Room".
  5. After talking to Bernie, go to the next room.
  6. There will be a scene involving Sue, Kireek, Rupika, and Leo Grahart.. Once that is done, press the button to unlock the doorway to the last room. Be sure your supplies are well-stocked since you will not be able to set a telepipe in the last room.
  7. It is speculated that if you clear the room in the dark, there will be an increased chance that a Merissa AA will appear. Keep in mind that standing on the raised, rocky pads will light the room.
  8. If you complete the quest quickly enough, there will be a scene involving Montague. Once that scene finishes playing, you will be transported back to Pioneer 2. If the scene does not play for you, just use the warp.
Enemy Counts (Crater Interior)
Enemy Grand Total
Boota 12
Ze Boota 5
Ba Boota 3
Sand Rappy 6
Zu 3
Astark 5
Satellite Lizard 12
Yowie 1
Dorphon 2
Boxes 20
Enemy Counts (Subterranean Desert 1)
Enemy Grand Total
Goran 63
Pyro Goran 20
Goran Detonator 9
Sand Rappy 30
Merissa A 25
Zu 7
Satellite Lizard 33
Yowie 8
Girtablulu 0
Boxes 47
Guide by Ryna. Special thanks goes to Tycho for the enemy counts and Quo for helping me do runs.