Consisting of the booth, range, weapons room and control room, the Shooting gallery is a location within M.I.S.T. Headquarters. The player can use it as a tutorial, means of training and early access to BP and items. The controls for the training sessions are manned by Pierce in the control room behind the booth.
It can be used before the trip to Akropolis Tower and before the trip to Dryfield. Afterwards, it becomes inaccessible for the rest of the game.
Information/Details[]
Start/End a Round[]
To start a round, have Aya walk up to the 2nd booth (the middle one). This will trigger a scene with Pierce to start a game. The player will be able to select their music, weapon and level. On levels 1-2, the player will immediately start a round. On higher levels, the player will be asked to enter the gallery and examine the big "A" letter at the other end. From there, instructions will be given before the round starts.
To end a game, at lower levels a player may press SELECT and choose to end the round. On higher levels, the player will need to walk/run out of the gallery.
Weapons Available[]
The following weapons may be used in the Shooting Gallery, provided the player has them in their inventory:
- M93R
- M950
- P229
- Mongoose
- PA3
- SP12
- AS12
- M4A1 Rifle (Without attachments)
- M249
- MP5A5 (Without attachments)
Notes
- The M950, P229, SP12 and MP5A5 cannot be used under regular circumstances in the gallery, while the P08, despite being available as an early drop in Bounty/Nightmare difficulties, was not included.
- Despite using shotgun shells and become available and purchasable once the player achieved S rank, Gunblade is not included.
- The game checks for guns in all the inventory slots, including on-hand inventory and Aya's sedan.
Music[]
Prior to starting a session, the player will have to choose an accompanying music track to play alongside. The available tracks are based on the player's current game mode.
- Normal
- 1. Crazy King
- 2. Ambush!
- 3. Pick Up The Gauntlet
- Replay
- 1. Crazy King
- 2. Eager For Blood
- 3. Heaven-Sent Killer
- Bounty
- 1. Crazy King
- 2. Pick Up The Gauntlet
- 3. Crawling Waste Emperor
- Scavenger
- 1. Crazy King
- 2. Quadrumanous Leader
- 3. Hunter's Moon
- Nightmare
- 1. Yellow Rain
- 2. Rebel Forces
- 3. Genic Reactor
Spells Available[]
- Pyrokinesis, Lv.1
- Combustion, Lv.1
- Energyshot, Lv.1
Notes:
- Since the developers never intended for other spells to be used, if the player locates and hacks in the rest of the spells, they will discover that spells like Apobiosis and Lifedrain work perfectly.
Items/Attachments Available[]
Aya has 10 available slots (#s 20-29) for the gallery. What is included depends on what level the player selects:
- All levels
- Selected gun
- Shoulder Holster
- Selected Ammo, max. value, Attachment Slot #1
- Level 3
- GPS (Must be attached before the session will start)
- Level 4
- GPS, Attachment Slot #2
- Cola, Attachment Slot #3
- Cola, Attachment Slot #4
- Level 5
Notes
- Selected gun refers to the gun that is chosen before the level is selected. The ammunition included is based off the selected weapon (5.56 Rifle rounds for M4A1, 9mm rounds for M93R, Buckshot for SP12, etc) and Aya will be given the maximum amount possible.
- Despite being included in inventory, the Shoulder Holster's attachment value is not set to 0xFF (which indicates Aya's currently equipped armor). However, her current armor value is set to 0x0D (Shoulder Holster) as a placeholder. This value is reset to the equipped armor in her regular inventory when the player leaves the booth.
Prizes[]
Players that manage to score a minimum level of points are entitled to win Bounty Points and (depending on how high the score is) a prize in the form of ammunition, items or armor. Prizes can be collected at anytime from Bouquet's Guns and Ammo before the player leaves for Dryfield.
- Level 1: 9mm Hydra x50
- Level 2: Ringer's Solution
- Level 3: Hunter Goggles
- Level 4: Lipstick
- Level 5: Shoulder Holster
A BP/item prize may only be collected once per level. For instance, if the player earns 100BP at level 1, they will be unable to earn the 200BP, 300BP or 9mm Hydra prize. The only way to try again would be to re-load from the last save.
In the event the player already has a Shoulder Holster, a Belt Pouch can be won in it's place.
Shooting Gallery Levels[]
Level 1[]
- Aya: Level 1, please.
- Pierce: Back to basics, eh? Nav. system's up.
Timer: Warmup targets + 1 minute.
Targets: Yellow targets.
Level 1 teaches the basics of combat, including firing, switching between targets and reloading. The targets are stationary and are worth 200 points, each. A 100% kill rate is required for the top reward.
Instructions & Targets
- PROGRAM START
- Press □ to search for a target. Take aim when a target appears. (Press □ once more to aim at a target.)
Row | Column | # of seconds |
3rd | Middle | No Limit |
- Aims at 1st target: Shoot the target/ (Press R1 to fire.)
- 2nd target pops up: Select a different target. (Press □ to switch targets.)
Row | Column | # of seconds |
3rd | Left | No Limit |
3rd | Right | 7 |
4th | Middle | 7 |
4th | Left | 7 |
4th | Right | 7 |
5th | Middle | 7 |
- Low on ammo: If you are carrying extra rounds, and your magazine runs out, fire your weapon to reload. However, by attaching ammo to your armor, you can choose when to reload your magazine. Press START to open attachment window.
Row | Column | # of seconds |
4th | Far-left | 9 |
4th | Left | 9 |
4th | Middle | 9 |
4th | Right | 9 |
4th | Far-right | 9 |
- Five targets appear: Quick-change targets by pressing left or right while holding □.
Row | Column | # of seconds |
3rd | Left | 3 |
3rd | Far-left | 1 |
Break | ||
3rd | Right | 3 |
2nd | Far-right | 1 |
Break | ||
2nd | Middle | 3 |
3rd 3rd |
Right Left |
3 3 |
Break | ||
2nd | Top-center | 3 |
4th 4th |
Far-left Far-right |
3 3 |
Break | ||
3rd 3rd |
Far-right Far-left |
2 2 |
2nd 2nd |
Top-right Top-left |
5 5 |
4th 3rd |
Middle Top-middle |
3 4 |
Break | ||
3rd 3rd |
Right Left |
2 2 |
2nd 2nd |
Far-right Far-left |
3 3 |
Break | ||
4th 4th |
Far-right Far-left |
2 2 |
3rd | Top-center | 4 |
2nd | Top-right Top-left |
3 3 |
Break | ||
5th 5th |
Far-right Far-left |
4 4 |
4th 4th |
Right Left |
5 5 |
3rd | Middle | 4 |
3rd | Top-middle | 4 |
Break | ||
3rd | Left | 4 |
3rd | Far-left | 1 |
3rd | Right | 4 |
3rd | Far-right | 1 |
2nd 2nd 2nd |
Top-middle Top-left Top-right |
4 4 4 |
Notes
- The first part of level 1 is a basic tutorial with plenty of time to shoot targets. Any experiences should have no trouble clearing this part.
- After the counter starts, the first two groups of targets have a 2nd target that disappear after 1 second. Try to wait for the 2nd target to appear, shoot it first, then take out the first one, since it has a much longer delay before it disappears.
- Try to reload during each break. With the exception of the final round, the player should have enough ammo (with the M93R) to get through each section. Fortunately, the last three targets are so close, it's possible the last two shots may be enough to take out the very last one.
Rewards
Level | Min. Score | BP Reward | Bonus Items |
Level 1 | 8,000 | 100 | --- |
Level 2 | 9,000 | 200 | --- |
Level 3 | 10,000 | 300 | 9mm Hydra x50 |
Level 2[]
- Aya: Gimme level 2.
- Pierce: Sure thing. This should be a good warm-up.
Timer: 2 minutes.
Targets: Yellow, Brown and Red targets.
Level 2 plays similar to level 1 without the tutorial. The targets now move around and have a variety of different values & colours (Yellow = 200pts., Brown = 400pts., Red = 600pts.). A 100% kill rate is required for the top reward.
Instructions & Targets
- Targets move on this level. Fire quickly at the targets before they disappear. Targets have different strengths depending on their color. Choose your targets well for a max score.
- PROGRAM START
Target Colour | Start Point | End Point | Notes |
Yellow Yellow |
7th, left 7th, right |
2nd, left 2nd, right |
|
Yellow Yellow |
2nd, far-left 2nd, far-right |
6th, far-left th, far-right |
|
Break | |||
Brown Brown |
2nd, left 2nd, right |
7th, left 7th, right |
|
Yellow Yellow |
6th, far-left 6th, far-right |
2nd, far-left 2nd, far-right |
|
Break | |||
Yellow Yellow |
2nd, left 2nd, right |
7th, left 7th, right |
|
Red | 7th, middle | 2nd, middle | |
Brown Yellow |
2nd, top-right 3rd, top-left |
2nd, top-left 3rd, top-right |
|
Break | |||
Red Red |
2nd, left 2nd, right |
7th, left 7th, right |
|
Yellow Yellow |
2nd, top-left 3rd, top-right |
2nd, top-right 3rd, top-left |
|
Break | |||
Yellow Yellow |
2nd, left 2nd, right |
7th, left 7th, right |
Winds around Winds around |
Red | 8th, middle | 2nd, middle | |
Red | 8th, middle | 2nd, middle | |
Brown Brown |
2nd, far-left 3rd, far-right |
2nd, far-right 3rd, far-left |
|
Break | |||
Yellow | 5th, far-left | 5th, far-right | |
Yellow | 4th, far-right | 4th, far-left | |
Brown | 3rd, far-left | 3rd, far-right | |
Brown | 2nd, far-right | 2nd, far-left | |
Yellow Yellow |
4th, top-left 4th, top-right |
2nd, top-left 2nd,top-right |
|
Break | |||
Yellow | 5th, far-left | 5th, far-right | Fast |
Yellow | 3rd, far-left | 3rd, far-right | Fast |
Yellow | 4th, far-right | 4th, far-left | Fast |
Yellow | 2nd, far-right | 2nd, far-left | Fast |
Yellow | 2nd, top-left | 2nd, top-right | |
Yellow | 3rd, top-right | 3rd, top-left | |
Yellow | 5th, far-right | 5th, far-left | Fast |
Yellow | 3rd, far-right | 3rd, far-left | Fast |
Yellow | 4th, far-left | 4th, far-right | Fast |
Yellow | 2nd, far-left | 2nd, far-right | Fast |
Break | |||
Red | 2nd, far-left | 6th, far-right | Winds around |
Red | 2nd, far-right-> 6th, far-left | Winds around | |
Brown | 2nd, far-left | 6th, far-right | Winds around |
Brown | 2nd, far-right-> 6th, far-left | Winds around | |
Red | 4th, top-middle | 2nd, top-middle | |
Yellow Yellow |
4th, top-left 4th, top-right |
2nd, top-left 2nd, top-right |
|
Break | |||
Red Red |
Back, far-left Back, far-right |
1st, far-left 1st, far-right |
Winds around Winds around |
Yellow Yellow |
4th, top-left 4th, top-right |
2nd, top-left 2nd, top-right |
|
Brown Yellow |
Back, far-left Back, far-right |
1st, far-left 1st, far-right |
Winds around Winds around |
Brown Yellow |
2nd, left 2nd, right |
7th, left 7th, right |
|
Yellow | 3rd, top-left | 3rd, top-right | |
Yellow | 2nd, top-right | 2nd, top-left |
Notes Keep in mind that attenuation penalties do apply, so the further away a player shoots from a target, they less damage they will do.
Rewards
Level | Min. Score | BP Reward | Bonus Items |
Level 1 | 16,000 | 100 | --- |
Level 2 | 16,800 | 200 | Ringer's Solution |
Level 3 | 17,400 | 300 | Ringer's Solution |
Level 3[]
- Aya: Level 3.
- Pierce: OK. Good luck! You'll need it...
Timer: 3 minutes.
Targets: Monsters & Civilian
Level 3 teaches about character movement, examining location details and how to attach items to your armor. The target setup is replaced with monsters worth different values and civilians that the player must avoid shooting.
Instructions:
- Walk to the far left booth and proceed into the range area. Movement instructions: Press up to move forward. Press down to move backwards. Press left to turn left. Press right to turn right.
- Inside the range: Press X to examine an object in front of you. Enter the range and examine the "A" mark on the far wall.
- A, GPS not attached: A GPS is included in the items you carry. Add the GPS to your armor attachments.
- A, GPS not attached, 2nd+ time: Add the GPS to your armor attachments.
- A: When the GPS is attached, a motion detector will be displayed. The motion detector shows moving objects in a 25' radius.
- Targets pop up: Targets are shown as yellow dots. The user is shown in the center, with "up" representing forward. Use the motion detector to help you find and select targets as they appear on the range. Also, blue targets will appear on this level. These represent humans. Shooting these will result in a penalty in your score. Be careful.
- PROGRAM START
Rewards
Level | Min. Score | BP Reward | Bonus Items |
Level 1 | 39,000 | 100 | --- |
Level 2 | 46,000 | 200 | Hunter Goggles |
Level 3 | 50,000 | 300 | Hunter Goggles |
Level 4[]
- Aya: Hit me with level 4.
- Pierce: My pleasure! I made this level just for you.
Timer: 3 minutes.
Targets: Monsters & Civilian
Level 4 introduces PE spells and recovery items.
Instructions:
- Walk to the far left booth and proceed into the range area.
- Inside the range: Enter the range and examine the "A" mark on the far wall.
- A: PROGRAM START
- Using PE. Try destroying a target using Parasite Energy (PE). Press △ to bring up the PE selection menu.
- Press △ Use the left and right directional buttons to select a PE. The lighted frame shows the selected PE's range of effect. Choose a PE to fit the battle. Press X to activate the PE you have selected. Careful--you will be unable to move until the PE ability is complete.
- Cast a spell: Using a PE reduces your MP. Remaining MP is in the upper left. You cannot use a PE that costs more than your remaining MP. After battle, you will automatically recover some MP. Certain liquid-base items can be used to recover MP.
Rewards
Level | Min. Score | BP Reward | Bonus Items |
Level 1 | 52,000 | 100 | --- |
Level 2 | 56,000 | 200 | --- |
Level 3 | 60,000 | 300 | Lipstick |
Level 5[]
- Aya: I'll take level 5.
- Pierce: RealBattle mode, eh? You're the boss!
Timer: 3 minutes.
Targets: Monsters & Civilian
Level 5 is referred to RealBattle mode for a reason: The targets strike back. If a target is out for too long, it will attack Aya for 10 HP damage. When Aya runs out of HP, the training is session is interrupted.
Instructions:
- Walk to the far left booth and proceed into the range area.
- Inside the range: Enter the range and examine the "A" mark on the far wall.
- A: PROGRAM START
Rewards
Level | Min. Score | BP Reward | Bonus Items |
Level 1 | 50,000 | 100 | --- |
Level 2 | 53,000 | 200 | --- |
Level 3 | 55,000 | 300 | Shoulder Holster |
Target Values[]
Generally, the more HP a target has, the more points they are worth. Targets are not vulnerable to status effects, but unlike mechanical targets such as Watchers, they can be affected by PE attacks.
Name | HP | Points Value |
Yellow Targets | 12 | 200 |
Brown Targets | 20 | 400 |
Red Targets | 28 | 600 |
Rat | 12 | 500 |
Crow | 12 | 600 |
Monkey | 16 | 900 |
Bear | 24 | 1600 |
Spider | 28 | 1300 |
Bacterium | 32 | 600 |
Snake | 36 | 500 |
Scorpion | 60 | 2400 |
Bee | 20 | 3000 |
Woman | 1 | -3000 |
Glitches[]
- Early targets:: One of the timers does not properly pause when the player is on the PE selection page. It will still setup and trigger targets in a specific batch. This applies to Level 4 and 5 and can even happen on levels 1 and 2 is the player hits SELECT to pause the game.
- Weapon Selection Crash: While not possible under normal circumstances, if the player manages to remove the M93R from their inventory and carry only weapons not applicable to the gallery, the game will lock the player in a weapon selection menu with no options and no means to cancel.
Notes[]
- Protein Capsule and Lipstick boosts apply to the Shooting gallery. If the player already has a Shoulder Holster with Belt Pouches attached to it, those will carry over.
- There are maximum target values for levels 1 and 2, but 3-5 will eventually loop around target groups. How many targets appear depends on both how much available time there is and how quickly Aya can clear areas to trigger the next batch. On higher levels, there are 'sets' of targets and these will eventually loop around, giving Aya an potentially endless number of them.
- Weapon damage is affected by Attenuation penalties, but not by game mode penalties (The damage amount remains the same across all difficulties).