Diabolik ds game walkthrough




















This might be familiar to you from some certain other DS games but here you can not get any "perfect" score for getting it just right and you are almost certainly going to hit it too late if you are aiming for that.

Just tap it when the area has almost reach the circle. The second screen is slightly more complex as it also has a green direction icon. After tapping the first circle you need to hold it down and then drag to the direction icon.

It will lock on and then initiate the next fight circle. Inside the train, use the mask on the guard s to change clothes. Enter the room on the left and you will automatically talk to the guard. But everything's all right now. Barney wanted to talk to you Now for a really "cool" puzzle. Leave the cabin and run all the way right, through to the next train compartment until you reach a door with a box next to it. Attempt to use the box only to be told you need a card.

Return all the way back to the conductor's cabin and rifle through the desk to get this magnetic card. Like he could not pick up this anyway or what Anyway, you now have the pleasure to run all the way back to the door with the box and use the magnetic card on it. Enter the next compartment. Here, first use the number pad and enter "" you get this from the index book to unlock the treadmill.

Go one screen right. Interact with the security lock on the right side of the screen to remove it. Press the red button to move the parcels. Return left and jump up to the hatch. A mini-game follows. Walk left and attempt to open the door. Another mini-game ensues as well as a fist fight. Enter the next compartment for real this time and go through the jackets hanging beyond.

It will give you an archive organization. Continue through this room and open the drawer at the front, netting you an electronic key. Use it on the nearby card reader in order to unlock the archive.

Read through the documents but what you really want to know is the Original Sin painting is stashed. The info card for it should be fifth from the top. Return to the start of this area and go right to the storage.

Interact with it to find the painting. Get ready for two mini-games to escape. Return to the start of the area and grab the junk lying around.

Careful, a snake, i. You get an empty glass bottle Go right and fill it up with water from the lake. Return to the fence with the junction box and pick up a stone to throw it at the box. You have five attempts for this within 30 seconds. Throw the full bottle of water against the junction box too.

Enter the fenced main gate. Walk left and grab the rusty key from the generator. Walk right to the other side area. Look at the forklift to change it to two different hot spots. Open the front compartment to pick up a wrench. Use it on the back to create a hole. Dunk the rusty key into the oil to get a greased key. Go right south first and enter the room there. You will have to win the mini-game to avoid electrocution. Check out the notice board to know that this archive room might have some useful information but the power should be cut first.

Leave the room and enter the opposite door. Talk to the guard about anything as it will always result in the same conclusion. Grab the guards ID badge. Look at it in your inventory and examine the hot spot to find the code for the computer department.

Use the machine in the corner and switch off the power to the archive second lever from the right. Go outside the building and to the right to find a control box. Interact with it to cut the power running through the flooded archived room.

Enter the archive room and look at the chart on the wall to get the security code. Try to use the computer but you cannot use it yet. Enter the room with the unconscious guard and use the guard's badge on the large mainframe. It also demands a fingerprint thus double tap the guard to use his finger.

Return to the computer in the central room and use the turbine button to shut them off. Use the control button to open the gate. Exit the building and save. You will see a short scene and then the only way to continue is left. There is a policeman which means you need to blow a dart at him. Use the microphone to command the shot and the louder it is the faster it goes I think. Afterwards you can continue left only to endure another mini-game of sneaking by the fence quietly.

Once you reach the other side you can enter the next area. Use the valve to open the floodgates and enter the door to complete the chapter. Go south to the next section and then towards the bookcase for the third section of the house.

The door to the bathroom is the small one next to the large wooden wardrobe. Once you return, go to the middle part of the house and interact with the photo hanging on the wall.

Look at the bracelet for a clue Use the computer and it will unlock the security system. There is a painting at the start of the house you might have noticed when coming in. You can look at it to see some strange symbols. As you can tell from the signature this is upside down and turning your DS or not you will see the numbers mean Go to drawers next to the wardrobe and it will ask for this code. Enter it to ride down. Use the pen drive with the computer in front of you to update the GPS info.

Use the flash drive with the computer to upload the info. Run across the bridge and straight across another one. Get a map of the geographical archive and insert it into the computer from just now. Return to the area across the bridges and plug the microcamera into the computer archive. You will get the technical data on the helicopter. Feed it to the computer as well.

Ride up the elevator and check out the bookcase in the middle section. Return to the base and walk south of the computer to find the gym. Take the syringe from the locker at the far end and leave the gym again.

Run north past the computer and open the metal curtain door. Ride the bike out of here. Run along through the tunnel and end up on the other side where you cannot continue. Throw a walkie-talkie in the bush behind the guard. Actually I am unsure why this must be done as you sneak by him in this game, the action must be left over from the other game ports.

Sneak down the path in the mini-game and then another one followed immediately to take the steps down. Run along until a scene takes over. You will run into Helena and she will guide you to the next area after some long conversation.

Run south to another building and enter through the skylight on the right. You will be back outside automatically. Return to the previous screen and find the propane warehouse key. Use it on the warehouse door on the left to get a propane tank which is automatically delivered to the balloon. Use the balloon to take off, watch the scene, win the mini-game and arrive in the castle all of the sudden.

Run straight across the room and tap on the two guards in the distance to be told of the situation. Return to the previous room and interact with the locker on the right to change your clothes. Walk down the path you wanted a second ago and "talk" to the guards.

Walk left and look at your building plan. Talk to the waiter and enter the door to go to the bathroom. Grab the extension pole from the locker and enter the lady's bathroom. Open the third stall from the left and use the extension pole to open the stall on the left. Place the EMP disrupter on the toilet. Get ready for a mini-game, then use the picklock on the brown door. Sneak through the corridors.

Use the Ginko disguise on the door ahead. After talking to the guard, use the intrusion device on the main computer. Play the mini-game. Leave the room again, use the image duplicator on the camera and then picklock the door on the right. Run up to another door and then talk to the guard in the lobby. You will have to knock him out. Run north to another section of the lobby and then grab the painting at the end for a short chat with Ginko.

Thanks to a reader I have finally managed to solve it. Close the lid of the DS as if you put it to sleep and then when you reopen it the puzzle is solved as you are putting the two pictures on top of each other. Get a map of the geographical archive and insert it into the computer from just now.

Return to the area across the bridges and plug the digital camera into the computer archive. You will get the technical data on the helicopter. Feed it to the computer as well. Ride up the elevator and read the book above the TV. Return to the base and walk south of the computer to find the gym.

Take the syringe from the locker on the left and leave the gym again. Run north past the computer and enter the metal curtain door. Watch the scene and play the predicable mini-game. One of Diabolik's past acquaintance, they are the White Rose. Throw a walkie-talkie in the bush behind the guard and return to before the tunnel.

Use the other walkie-talkie with the useless crows to distract the guard. Walk down the path again and enter the passage. Run along until a scene takes over. Interact with the locker to get a pry bar. Run right past the junction and pry open the crate. Use the crate to be moved. Take a few steps into the kitchen to talk to the chef.

After he is gone You have to examine the grinder first for that. Use the cable on the door the guards will be coming from to delay them. Examine the escape door to and select the hinges. Use the lubricant on it and then the gloves to escape. Run to the right of it for a scene and a mini-game.

Inside you will meet a familiar face. Run around the building and enter through the skylight. Interact with the desk and take the key. Take the key from the shelves as well. Go through the card index to find a flight plan. Use the office key to leave.

Use the card key on the other door to get a propane tank. Use the balloon to take off, watch the scene, win the mini-game and arrive in the castle all of the sudden. Run straight until a scene takes over. Return to the previous room and turn right. Change your clothes at the wardrobe. Walk down the path you wanted a second ago and "talk" to the guards.

Walk to the bottom of the screen and interact with the tile on the floor. Helena's grandfather's handkerchief in the two paintings. Goran wants to find out the secret behind them! Enter the door to the restaurant. Tell the waitress you are Julia Ormond. After the scene, go through the other door nearby and into the lady's room, then examine the building plans twice.

Open the door on the right of the one closed for maintenance and use the EMP device on the toilet. Get ready for a mini-game, then use the picklock on the brown door. Walk around the north and examine the disguise in your inventory. Continue until Diabolik mentions some noise going straight. Enter the door you may need a few attempts to open this door. After talking to the guard, use the intrusion device on the main computer. Play the mini-game.

Leave the room again, use the image duplicator on the camera and then picklock the door on the right. Run into the corner and enter the door. Once again make your way to the bathroom and end up in a new area.

Examine the remote control and start recoding, then capture the feed. You have to make sure that there is no interruption thus you want to start as soon as the interruption has occurred.

Make the recoding long enough for the scene to switch over yet again. If you are struggling with this then I better tell you that this is the worst part of the game and you really have to keep trying, you are not doing anything wrong.

It really takes many, many small chunks of video feed to have enough and the interruptions are not always the same length. Talk to the guard, then with Ginko. For some reason you have to examine it to open it. The same goes for the door leading to the control room you want to enter. Use the main computer for a scene. A huge treasure for the re-birth of the White Rose! Throw the smoke grenade over to them, play the mini-game and quickly pull the knife on the approaching guard before the time runs out.

Exit through the door. After the chat, yet another mini-game to play. Talk to Helena afterwards. Examine the handkerchief, then run around the benches past the dead body of the henchman to interact with the door. Input the following code to open it: stars, rose, stars, lake, stars, lake, lake, heart.

Chapter 0 I've made. It's equipment got a special air hole system for really precise shooting. But only at short range. Let's equipment see how many doors it'll help me open. Mine gas mine with a equipment timer.

It releases sleeping gas that works for a few hours. Always equipment useful. This reel has a nearly thirty meters of metal cable. Starting No use. Photocamera photo camera. It equipment can take photos with a resolution of up to 20 megapixels under any weather condition and even under water. Perfect for cutting metal surfaces. It was in into the guard's compartment in the guard's uniform. Works the panel. Key square-shaped key open some of the panels on the train. Together with the a black strip on blue card, opens the side.

I From parcel. Used on the other can use it to parcel to reach a reach very narrow key. Unlocks the key. Together with the a black strip on green card, opens the side.

Unlocks archive. Contains papers Book book. It has some on the print papers inside. It looks sign. No use. It's got a special air hole system for really precise shooting. Cut things. Always useful. Conductor's conductor's ID inside the Badge badge. There In locomotive. Enables pulling Conductor's is something here the curtains in Notes about a spare the locomotive. I must find it. It's puddle. There's hydroelectrical M.

ID card. ID card on the door. It showering. Tape insulating tape. Fool guard. I've got two of them. Start of Helena's No use. Inside locker. Pry open a crate. Cuts cable of kitchen scissors. Probably used for cutting chicken. I've scissors. Lubricates the "lubricant" door hinges for removal. Diabolik part. It'll Diabolik part. Rose's castle. I'd better double-check where I put the EMP generator.

Diabolik made. Its loaded with needles soaked in a sleeping drug. Let's Diabolik's part. It's Diabolik's part. Diabolik's part. It can be used from a distance. It'll be decisive. Hit guards. Start of chapter. Hit guard. Given to you by Contains the code handkerchief Helena. A: You can read all of this up online much better than me giving you a quick overview. You may know him best from the movie Danger: Diabolik. Q: Does the game really make use of auto-save?

A: No, it doesn't seem to do anything of the sorts and you should always manually save the game. Q: How do I access the missions and extras on the main menu? A: You have to unlock them first by playing the game, thus load a saved game and return to the main menu to have it opened up as much as you have progressed. Q: The countdown froze but I had not solved the puzzle yet.

A: This glitch happened to me a couple of times, especially if you are in the middle of talking while the time expires. This leads to the countdown vanishing but no way to continue the game. The only way to continue is to reload.

Q: I am stuck in Diabolik's hideout, how can I access the secret base? A: As descibed in the walkthrough, you are supposed to examine the lower of the three paintings hanging at the desk with the laptop. However, before he will really take a closer look you will have to know what you are looking for. This took me some time to figure out too, but I think you have to interact with the wardrobe and the computer for this to trigger.

Look and interact with different things and it will eventually work. Q: What is with those mini-games? A: They are a pathetic excuse of interactivity, just be happy they are easy and not annoying in any way. Q: Can you die in this game? A: Yes, almost all the time. However, you are simply taken back before the wrong action was performed and you can retry. Almost all failures result from a failed mini-game. Doing something wrong will lead to instant feedback thus you do not have to be worried about getting stuck down the road or something.

There is no way to get stuck in this game unless you encounter a glitch see above. Q: Why does it seem that a lot of times there is something missing in the story? A: I feel that they have rushed this game, cut some corners especially during the later chapters. There also seem to be a lot of puzzles missing from the PC version which leads me to believe that there are either hardware concerns for the PS2 or they simply did a lousy job with the port. For example. A: I am not sure, but here is a run-down on what the game is released for and what I know about it: DS: Different location design, different puzzles, unlikely anything can be recycled to work with it.

I hear the story is the same, not surprising. PC: It has more puzzles but follows a similar flow. You will need to work on your own for several sections but I may flesh out the guide for this at some point. PSP: Identical as far as I know.

Wii: Probably very similar. Black Bean Games for the game. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This guide may be not be reproduced under any circumstances except for personal, private use.

It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.

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