Mother of Sins is the penultimate episode of the seventh chapter of Trauma Center: Under the Knife 2. It is the last operation in the game, excluding the X missions.
Story[]
Derek, Angie, and Heather are led into the depths of the plant, where they find Mayuzumi hooked up to giant culture tanks. Mayuzumi tells them that she's the host of Aletheia, the final Neo-GUILT strain, and attempts to negotiate for immunity in exchange of all the GUILT data from Acropolis and the HOA. Derek staunchly refuses, but she reveals that the culture tanks are full of GUILT and rigged to explode if she were to die or be forcibly removed. Mercer, still focused on trying to revive Tracy, injects Mayuzumi with the Neo-GUILT stimulant, but it causes her to age rapidly and endangers her life. Derek operates on the final Neo-GUILT strain to avert a calamity. The chiral reactions are initially all over the place due to the berserk GUILT, and as Angie continues to get a hold of the focus, Tyler comes in with a Neo-GUILT antibiotic developed by Caduceus. Derek asks him to use it to exterminate the GUILT in the culture tanks, and keeps a portion of the antibiotic to use for his operation. The chiral reactions eventually coalesce at Mayuzumi's heart, where Derek and Angie wage their final battle against the Neo-GUILT.
Conference[]
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Operation[]
Meet Aletheia, the final boss of this game. The main body of this GUILT manifests as a giant eye on the heart. As per series tradition, do not use the Healing Touch until the final phase of the operation.
Of course, it won't go down without a fight. Right away it unleashes a wave of GUILT and closes up before you can touch it. Defeat each GUILT body that it unleashes and Aletheia will open for a brief moment for you to inject the black antibiotic. Fully defeat a wave of GUILT and Aletheia will become vulnerable for a long time, enough for you to pump it with antibiotic until it unleashes the next GUILT wave or starts its phase transition.
For the first phase, Aletheia will start with four Kyriaki bodies. The Kyriaki will circulate across the heart, and occasionally create lacerations while changing positions. They will also take more laser exposure before they can go down. The second GUILT wave is four Nous which will intermittently dive into the organ, resurfacing with a Nous tumor that must be extracted before treating any others. The third wave is four groups of Pempti polyp cores, but you don't have the infinite-use laser here. Injecting Aletheia while any polyps are present will also break the Chain and rupture these polyps.
Once you've injected enough antibiotic into Aletheia to initiate the phase transition, Aletheia will open wide and expose eight veins that must be severed. The red vein must not be touched, or it will cause 30 vital damage and resume Aletheia's current phase. Taking too long will also cause Aletheia to recover and resume the current GUILT phase.
For the second phase, Aletheia will start with six Sige bodies that intermittently create pus clouds as they move. They are not as hyperactive as the original Sige, but you must smear a Sige with antibiotic gel before slashing with the scalpel to properly defeat it. Failing to do so will create a pus cloud and break the Chain. The second GUILT wave is three Tetarti of the original three colors which will circulate the heart and create diverticula. You can watch which Tetarti creates which diverticulum to determine its color, or memorize the Tetarti positions to eliminate them in one fell swoop - pause the game to catch which Tetarti is where before you begin injection. The third GUILT wave is six Kyriaki, but if you've been progressing well you should never see it.
The second phase transition is exactly the same as the first.
For the third phase, you start with fending off eight Bythos. These Bythos will not threaten to regenerate their shells or release their spores and their cores will not move once shattered, but they will create hematoceles within the heart. Injecting antibiotic into Aletheia will cause the hematocele to burst and break your Chain, so scan intermittently to see if any blood pockets need draining. The second GUILT wave is eight Sige that is only slightly more complex than the previous time you've seen it. The third GUILT wave is eight Pempti mini-core clusters, but ideally you should not ever see this last wave.
The third phase transition is exactly the same as the first, and once you sever all of Aletheia's vessels, it will cause a convulsion that drops the patient's vitals to 30 if it's above that number.
Aletheia will open up and is alternating its blood vessels too fast for the eye to keep up - this is where you need to use the Healing Touch to engage its final phase. This Healing Touch will last until you take out Aletheia, and Aletheia cannot recover to resume any other GUILT phases. Carefully cut away at each blood vessel, and take care not to touch the red vessel or it's an instant failure. Severing all of Aletheia's vessels will finish it off for good.
Congratulations on completing the game!
Special Bonuses[]
- No misses: 300
- Completed with [210/270/330] left: 700
- MAX CHAIN Over [35/40/45]: 600
- Red pipe not touched: 400
Operation Rank[]
- C: <15500
- B: 15500-16499
- A: 16500-16699
- S: 16700-19999
- XS: ≥20000
Getting XS[]
If you pump Aletheia with antibiotic at each opportunity you can optimally skip the Tetarti and eight-Sige waves. However, missing out on those waves may potentially deny you extra Chain and score to get to the XS requirement. Four-Pempti, six-Kyriaki, and eight-Pempti are present too much of a vital drain to keep up with (barring exceptional skill), so ideally you must complete the operation without seeing any of these waves.
Aftermath[]
Mayuzumi is saved, the GUILT has all been neutralized, and a bomb squadron is being called in to help transport her out. A despondent Mercer looks over his ruined work and threatens to blow up the whole plant, but is shot dead by the soldiers.
Miscellaneous Dialogue[]
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