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Part 34
Ark 2

Part 34

Master Part 34 of Ark 2 with our guide. Learn to deactivate laser grids, overcome mandatory fights, and find missable items like the Diek Gun and Killer Sound cymbal.

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Master Part 34 of Ark 2 with our guide. Learn to deactivate laser grids, overcome mandatory fights, and find missable items like the Diek Gun and Killer Sound cymbal.

Walkthrough
  1. 1
    Enter the hallway and flip the first switch to deactivate lasers in the initial room, opening a door further in.
  2. 2
    Enter the second door into a larger area and find the [Rock Shot] gun (LV 4/4, ATK 13/13, Causes Critical Hits).
  3. 3
    Find the switch in the hallway to change a laser pattern in room 2, granting access to the [WindGrizzle Fang] (LV 6/10, ATK 16/21, Wind-elemental).
  4. 4
    Flip the switch in this room, deactivate the hallway's lasers, then return to the WindGrizzle Fang room and flip the far switch to access the next room's switch.
  5. 5
    Flip the switch in the next-door room to deactivate the laser grid in the hallway, allowing passage east.
  6. 6
    In the first room past the defunct laser grid, progress through timed lasers.
  7. 7
    Enter the east room for the 1st mandatory fight. The switch here powers an elevator. You can either complete the battle or race to the switch and flee.
  8. 8
    Find the elevator at the east end of the hallway. Use the healing point before descending.
  9. 9
    Before going down, head left over the lift, through a blind spot, to find the missable [Diek Gun].
  10. 10
    Down below, in the large rectangular corridor, go the south route and north a little to find two rooms.
  11. 11
    Take the left path for another fight (#2). An interior switch here makes an upper path accessible from the west.
  12. 12
    Exit and go to the right door. This contains the [Killer Sound] cymbal for Poco (LV 8/14, ATK 22/31) and a switch that turns off some lasers outside. This stall battle (#3) can be fled from easily.
  13. 13
    A room in the northern area of the corridor is now accessible. Enter it, avoid the laser grid, and flip the lever to deactivate the southern laser grid.
  14. 14
    Continue west and enter the first small room that opens north, where a battle (#1) can be found. The switch therein turns off the rest of the northern laser grids.
  15. 15
    Enter the NW-most door and flip the last switch on the upper catwalk. This powers up the westernmost elevator, which has a healing point.
  16. 16
    Take this elevator to a [Pole Ax] spear chest (LV 4/14, ATK 13/26). Continue down further.
  17. 17
    On B4, enter the first south-opening door for a weird laser grid setup that causes Elc to restart if tripped.
  18. 18
    When making it to the SE door, find the switch that opens part of the pathway ahead.
  19. 19
    Back in the hallway, continue east until another south-facing room. Get through or flee the next battle (#4) to find a multi-switch laser puzzle.
  20. 20
    Activate switches in this order: 1st, 2nd, 4th, 5th. This opens a switch in the barracks down the hall, where sleeping and saving is possible.
  21. 21
    The last north-opening room in the corridor leads to a [Magic Rod] chest (LV 4/6, ATK 11/13).
  22. 22
    On B5, via the barracks, the first battle (#5) takes place in a room with two exits (upper-west and lower-west). This battle will not replay unless the team moves to the right stairway leading to the elevator.
  23. 23
    Take the lower path west to find the [Memory Necklace] (LV 0/0, DEF 9/9, Up Status Protection), Shante-only.
  24. 24
    Take the northern path through the factory area, and look for a middle path near the assembly line that goes west to a [DarkGrizzle Fang] (LV 6/8, ATK 19/22, Dark-elemental).
  25. 25
    Finally, take the highest path west to an up-elevator.
  26. 26
    Follow this to a bifurcation. Elc can go east and find a [Long Pole] (LV 8/14, ATK 18/26) and a [Dark Weapon] scythe (LV 4/10, ATK 16/25).
Tips
  • The [Rock Shot] gun is a great weapon to keep around.
  • The [Killer Sound] cymbal is used in the Combine Shop later.
  • The [Dark Weapon] scythe can be combined with a Light Sickle.
  • Be careful of Lv2 Silent in the first mandatory fight.
  • The laser grids on B4 require careful movement to avoid initiating battles.
  • Sleeping and saving is possible in the barracks.

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