As soon as you turn on the generator, head all the way to the left to the first gate and take note of the status bars on the wall that say “restoring power”.
After the second checkpoint, there is a segment where you turn on a generator and then survive against an infinite horde of enemies until the elevator is powered. #14 Wise DecisionsClose all three gates in the bunker on level 3.0. When her meter is empty, go back to the right and lead the male you left alive over to her. Defeat the enemies together, ensuring that she is not captured. As you head through the cafeteria, an AFZ will spawn. Again, leave at least one male alive and head to the left, opening the door to the cafeteria itself, trying to make sure the does not follow you. Leave the men’s shower and head back to the cafeteria. The white key is on the left, behind the. Head to the left and enter the men’s shower (first door). Head back to the left and take the first door back to the shower room. Head to the right into the decontamination room and crouch to sneak past the two, grabbing the blue key. Leave at least one of the male (brown body, pink flower) alive. There will be 4 enemies around you after going through the door, two male and two female. From the second checkpoint, head to the left and take the door to the cafeteria. The easiest place I have found to do this is on level 3.5.
The only problem is that the AFZ will also capture the first enemy she finds. They will begin to run around in a panic and will grab the first male they find, refilling their meter and giving you the achievement. In order to do this, you will need to find an AFZ and follow them on their rampage until their meter is empty and they toss the they are holding. #5 Life is PainfulGive an AFZ a new male to play with. It cannot be picked up and will be hidden behind the poster again if you leave the room and return. This hidden card is a Citizen ID Card for Sumire Natsumori, the main character. If you walk to the left and use your pipe to hit the poster that says "Booby Trap for You", it will reveal a hidden ID card behind it, which you can view by pressing "E". There is one additional secret in the FDMD gallery. The FDMD gallery is added with the first set of animations when you collect agent ID cards #1-9, and the rest of the gallery is completed when you collect agent ID cards #10-14. There are also a couple of extra background animations you encountered throughout the game here as well. Clicking on the tablet will bring you to the FDMD gallery, a room where you can use the computer and screen to look at the images of the defeated FDMD agents (the animations you find near their corresponding ID card in-game).
Clicking on the folder labeled “Disaster Countermeasure Operation Agent List” allows you to review all of the agent cards you have collected so far out of the 14 possible.įDMD GalleryMousing over the bar in the lower right of the screen that says “FDMD” will bring up a computer tablet. Throughout the levels you will find background animations of the captured agents, which are a good indicator that their card is nearby. Once you find a card, it will be removed permanently and you will not have to collect it again on future playthroughs. Collecting the cards will also unlock the FDMD gallery.
The final set of cards (#10-14) unlock a rare achievement. The second set of cards (#6-9) are needed to unlock the v2.0 levels. In order to unlock the v1.5 levels, you must find all cards within either level 1.0, 2.0, or 3.0 (#1-5), and then find the card reader in that level to open a new path.
Collecting the cards is necessary for unlocking all of the content in the game. Agent ID CardsAgent cards are small, gold-colored keycards found throughout the game’s levels that serve as identification for the S-class agents of the Floria Disaster Management Department, or FDMD.