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
- 1Enter the hallway and flip the first switch to deactivate lasers in the initial room, opening a door further in.
- 2Enter the second door into a larger area and find the [Rock Shot] gun (LV 4/4, ATK 13/13, Causes Critical Hits).
- 3Find 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).
- 4Flip 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.
- 5Flip the switch in the next-door room to deactivate the laser grid in the hallway, allowing passage east.
- 6In the first room past the defunct laser grid, progress through timed lasers.
- 7Enter 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.
- 8Find the elevator at the east end of the hallway. Use the healing point before descending.
- 9Before going down, head left over the lift, through a blind spot, to find the missable [Diek Gun].
- 10Down below, in the large rectangular corridor, go the south route and north a little to find two rooms.
- 11Take the left path for another fight (#2). An interior switch here makes an upper path accessible from the west.
- 12Exit 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.
- 13A 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.
- 14Continue 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.
- 15Enter the NW-most door and flip the last switch on the upper catwalk. This powers up the westernmost elevator, which has a healing point.
- 16Take this elevator to a [Pole Ax] spear chest (LV 4/14, ATK 13/26). Continue down further.
- 17On B4, enter the first south-opening door for a weird laser grid setup that causes Elc to restart if tripped.
- 18When making it to the SE door, find the switch that opens part of the pathway ahead.
- 19Back 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.
- 20Activate switches in this order: 1st, 2nd, 4th, 5th. This opens a switch in the barracks down the hall, where sleeping and saving is possible.
- 21The last north-opening room in the corridor leads to a [Magic Rod] chest (LV 4/6, ATK 11/13).
- 22On 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.
- 23Take the lower path west to find the [Memory Necklace] (LV 0/0, DEF 9/9, Up Status Protection), Shante-only.
- 24Take 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).
- 25Finally, take the highest path west to an up-elevator.
- 26Follow 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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