__ _ _ _
/\ \ (_) __ _| |__ | |_ _ __ ___ __ _ _ __ ___
/ \/ / |/ _' | _ \| __| _ ` _ \ / _` | '__/ _ \
/ /\ /| | (_| | | | | |_| | | | | | (_| | | | __/
\_\ \/ |_|\__, |_| |_|\__|_| |_| |_|\__,_|_| \___|
|___/
___ _
/ __\ __ ___ __ _| |_ _ _ _ __ ___ ___
/ / | '__/ _ \/ _` | __| | | | '__/ _ \/ __|
/ /__| | | __/ (_| | |_| |_| | | | __/\__ \
\____/_| \___|\__,_|\__|\__,_|_| \___||___/
Nightmare Creatures for the N64
FAQ/Walkthrough
Copyright 2003 Michael Tyler
Written by: Reptile
E-mail:
[email protected]
Created on: 1/17/03
Version: 1.1
===================================================================
|--- TABLE OF CONTENTS --- |
===================================================================
I......................................................Introduction
.A..............................................The Health Meter..
.B..........................................The Adrenaline Meter..
II.................................................The Story So Far
III....................................................The Controls
.A.................................................The Main Menu..
.B..............................................The Options Menu..
IV................................................The Attack Combos
.A.....................................Father Ignatius Blackward..
.B.......................................................Nadia F..
V.......................................................The Enemies
VI....................................................The Power-Ups
.A..............................................Weapons Upgrades..
VII.................................................The Walkthrough
.A.......................................................Chelsea..
.B...................................................Spitalfield..
.C.................................................Thames Tunnel..
.D.......................................Sewer Snake(mini-boss)...
.E...................................................India Docks..
.F.............................................Highgate Cemetery..
.G...............................................Hampstead Heath..
.H...............................................Queenhite Docks..
.I..........................................................City..
.J....................................................Smithfield..
.K............................................Snowman(mini-boss)..
.L.................................................Regents Canal..
.M....................................................London Zoo..
.N.....................................................Marylbone..
.O....................................................Bloomsbury..
.P.......................................................Pimlico..
.Q........................................Jose Manuel(mini-boss)..
.R...................................................Westminster..
.S................................................Westminster II..
.T.........................................The Roofs(final-boss)..
VIII............................................The Stage Passwords
IX.......................................................In Closing
X....................................................Special Thanks
XI......................................................FAQ History
XII...........................................Copyright Information
=======================================================================
|-I.------------------------ INTRODUCTION ----------------------------|
=======================================================================
In this game you will play as either Father Ignatius Blackward, or as
Nadia F. The levels of the game are the same, no matter whom you use.
There are only two real differences; Ignatius is stronger than Nadia,
and Nadia is more agile than Ignatius.
Besides being a man of the cloth, Ignatius is an expert of foreign
languages, cabalistic writings, occult rituals, and shamanism. His
weapon of choice is a long wooden fighting staff, affixed at both ends
are razor sharp blades. His knowledge of the occult as well as his
skills with a staff make him a dangerous enemy of evil.
Nadia F. is what you would call a "student of the world". She travels
around with her father, a prominent doctor. Despite her age, Nadia has
become an expert in the relatively new field of immunology. Immunology
is the study of viruses, microbes, and their environment. This
character's weapon of choice is a sword, and she is very well trained.
You will use one of these two characters to travel through the stages
of this game, leading up to a final fight with Adam Crowley. Throughout
each the game you will have to use a mix of fighting skills and problem
solving skills to reach the end of each stage.
|---------------------------------------|
|-----------The Health Meter------------|
|---------------------------------------|
In the lower left corner of the screen is your health meter. When you
first begin, it will be filled with red. This red represents your
current level of health. Each time you are struck, either by an enemy
or natural danger, you will lose some of the red out of your health
meter. When you run completely out of red, you will die. If you see
your meter is running low, use a healing ball to restore it. A small
healing ball will fill it up about 1/3, and a large healing ball will
fill it up completely.
When you pick up the 2nd weapon upgrade, your health meter will change
to a "double health meter". Now your meter will start blue. With this
new meter, each time you get hurt, a section of the blue will change to
red. But, just like with the previous meter, when the red runs out you
are dead.
|---------------------------------------|
|----------The Adrenaline Meter---------|
|---------------------------------------|
On the left side of the screen, and just above the health meter, is a
vertical meter filled with blue. This is your adrenaline meter. It
shows your body's current level of adrenaline. As you travel through a
stage, this meter will slowly lose blue until it's empty. But, NEVER
let it completely deplete.
Adrenaline is a chemical your body naturally produces. Adrenaline is
that burst of energy you feel when you are really afraid for your life.
Lucky for you, adrenaline is also a naturally occurring antidote to
Adam Crowley's virus. As long as you keep a healthy amount of
adrenaline in your bloodstream, you will be fine. But, when this meter
runs out, you will begin to lose life from your health bar.
The only way to fill up your adrenaline meter is to kill a creature. No
matter how low it is, the meter will fill up as soon as the creature
you are fighting is dead.
The adrenaline meter will deplete more and more quickly as you move
onto higher stages of the game. So, don't go too long without killing
something.
=======================================================================
|-II.--------------------- THE STORY SO FAR --------------------------|
=======================================================================
History is full of coincidences and often repeats itself. The Great
Fire of London in 1666 and the Fire of 1834 at first did not appear
related. And yet in London, a strange story is whispered...
A secret society known as the Brotherhood of Hectate sought to create a
race of stronger, more powerful human beings with which to rule London
and eventually, the world. Under the cover of scientific research and
the study of natural phenomena, the Brotherhood experimented on stolen
corpses and attempted to isolate an extremely virulent agent, a mixture
of plague, rabies, and other unknown components which would have the
power to transform a human being into an astonishingly powerful
creature. The Brotherhood's initial experiments went horribly wrong,
however, and instead of supermen, their test subjects transformed,
almost immediately, into grotesque and ravenous monsters. Undaunted,
the members of Hectate decided that the agent could be released into
the city of London, turning all the infected citizens into horrific
monsters over whom they would have complete control.
Their mad scheme might have succeeded but for Samuel Pepys, a writer
you joined the Brotherhood in 1660. Pepys, growing increasingly alarmed
by the escalating madness of his fellow members, decided to destroy
Hectate and put a stop to their experiments forever. On a cold night in
1666, when the mad members of the secret society were convened in their
secret crypt be beneath a warehouse at St. Katherine's Dock, Samuel set
fire to the warehouse, burning and destroying the Brotherhood of
Hectate, its laboratory equipment and notes and all traces of its
existence. The raging blaze quickly spread into the streets of London,
resulting in the Great Fire of 1666.
All knowledge of the brotherhood would have dies with them except that
Pepys kept a fastidious account of all their activities in his diary...
Almost 170 years later, a bizarre plague has been spreading through the
citizenry of London town. People infected by the plague experience
grotesque mutations of their limbs and faces and disappear into the
dark alleys and sewers of the city. An odd black tome is mysteriously
left on the doorstep of the priest Ignatius Blackward, an expert in the
occult and cabalistic writings. He is able to decipher a portion of the
decaying book and determine that it is the diary of a man named Samuel
Pepys. An entry describing an arcane formula for creating organic
mutations alarms Ignatius, leading him to mail the diary to his friend
in New Orleans, Dr. Jean F., a world renowned authority in immunology.
Upon receiving the diary and analyzing its formulas, Dr. F. immediately
embarks on a voyage to London accompanied by his daughter, Nadia. Once
in London, Dr. F. contacts Ignatius to relate his discoveries but
before Ignatius is able to reach the hotel, Dr. F. is brutally
murdered. The diary is missing. At the funeral for Dr. Jean F., a
strange man in black robes hands Nadia a note, which reads, "know about
Adam Crowley, Brotherhood of Hectate - HV. An address is written at the
bottom of the note.
At dusk on October 17th, 1834, Nadia and Ignatius meet in the fading
light of his church to set about hunting down Adam Crowley, his
Brotherhood of Hectate, and the nightmare creatures which roam the
streets. The quest has only begun...
=======================================================================
|-III.---------------------- THE CONTROLS ----------------------------|
=======================================================================
Control Stick Up...................Run Forward
Control Stick Down.................Jump Back
Control Stick Right................Turns your character right
Control Stick Left.................Turns your character left
A..................................Kick
B..................................Sword/staff attack
Z..................................Use current item
R..................................Bring up inventory & number of lives
Start..............................Pause game, bring up pause menu
C.Left.............................Jump up
C.Right............................Jump to the right
C.Up...............................Jump to the left
C.Down.............................Block an enemy attack
C.Left + B.........................Jump Attack
Control Stick Forward + B..........Forward Slice Attack
|---------------------------------------|
|--------------The Main Menu------------|
|---------------------------------------|
The main menu is your first list of options give to you at the very
start of the game. They include.
=-Start Game-=
Select this option to begin the game using the current selection of
options. After you choose this, you will be given the option of which
hero you will use for your quest. If you have already loaded a game,
you will start on the last unfinished stage of that saved game. If you
have not loaded a game, you will start in the first stage using
whatever character you choose.
=-Load Game-=
Select this option to load a previously saved game from one of your
controller paks. When the game is loaded, select start game to start
the game in the last unfinished stage of that game. You will have the
option of saving the game when you finish each stage.
=-Enter Password-=
Select this if you want to enter a password. Use the "C" buttons and
the directional pad to enter the digits of the password. Press "B" to
delete the last entered digits. Press "A" when you have the entire
password entered and are ready to start. The passwords are given to you
each time you finish a stage.
=-Options-=
Select this option to open the options menu. Inside the options menu,
you can change the sound, difficulty, and brightness settings. Also,
you can view your list of known combos, as well as toggle the
adrenaline meter and rumble pak on or off.
|---------------------------------------|
|------------The Options Menu-----------|
|---------------------------------------|
This menu is accessible through the main menu. In this menu, you have
six available options.
=-Sound Management-=
Select this to change the sound & music volumes. Use the control pad
up/down to highlight either sound or music, and then use left/right to
adjust the volume louder or softer.
=-Light Management-=
Select this to alter the brightness of the game's display. When you
have this option highlighted, use the control pad left/right to adjust
the level of brightness on the screen during gameplay.
=-View Combos-=
Select this option to have displayed to you a attack combo at the
beginning of each stage of the game.
=-Adrenaline-=
Select this option to enable or disable the adrenaline meter during the
game.
=-Difficulty-=
Select this option to change the current difficulty setting. While this
option is selected, press left/right to toggle between "easy" and
"hard" modes. During "easy" mode, enemies will not have as strong of
attacks.
=-Rumble Pak-=
Select this option to turn on/off the rumble pak. You have to have a
rumble pak currently in your controller for this option to make any
difference.
=======================================================================
|-IV.--------------------- THE ATTACK COMBOS -------------------------|
=======================================================================
As you play through the game, you will be given new attack combos.
These attack combos are certain button combinations that produce
special moves. These special moves are much more powerful than normal
kicks and strikes. Rather than wait for those moves to be given to you,
I have the complete list of moves for you below, starting with...
|---------------------------------------|
|-------Father Ignatius Blackward-------|
|---------------------------------------|
| |
_|_______________________________________|_
| B B B | Triple Strike |
|----------------|--------------------------|
| A A A | Triple Kick |
|----------------|--------------------------|
| B B A | Temple Strike |
|----------------|--------------------------|
| B A B | Scottish Backhand |
|----------------|--------------------------|
| A B C.Down | Last Judgement |
|----------------|--------------------------|
| B C.Left A | Lunge Kick |
|----------------|--------------------------|
| A B B | Hammer Curl |
|----------------|--------------------------|
| A A A B | Windmill Slam |
|----------------|--------------------------|
| B A A | Crescent Kick |
|----------------|--------------------------|
| A B C.Left | Hammerhead Crush |
|----------------|--------------------------|
| B B B A | Cyclone Leg Sweep |
|----------------|--------------------------|
| A C.Left C.Down| Judas Jack Knife |
|----------------|--------------------------|
| A B A B | Spin Strike |
|----------------|--------------------------|
| B A B A | Ahab's Revenge |
|----------------|--------------------------|
| B C.Left B A | High Kick Feint |
|----------------|--------------------------|
|________________|__________________________|
|---------------------------------------|
|----------------Nadia F.---------------|
|---------------------------------------|
| |
_|_______________________________________|_
| B B B | Triple Strike |
|----------------|--------------------------|
| A A A | Triple Kick |
|----------------|--------------------------|
| B B C.Left | Slide Flip Kick |
|----------------|--------------------------|
| B C.Left+C/Down| Bloody Ballerina |
|----------------|--------------------------|
| A Up+A | Gymnast Strike |
|----------------|--------------------------|
| A Up+A A+B | Divide & Conquer |
|----------------|--------------------------|
| B B B A Up+A | Back Flip Kick |
|----------------|--------------------------|
| Up+B+A | Sever Slash |
|----------------|--------------------------|
| A A Down+B | Wurthing Slice |
|----------------|--------------------------|
| A B Up+B+A | Rising Force |
|----------------|--------------------------|
| B A A A | Feet of Fury |
|----------------|--------------------------|
| A A A B | Cyclone Volley |
|----------------|--------------------------|
|________________|__________________________|
=======================================================================
|-V.------------------------- THE ENEMIES ----------------------------|
=======================================================================
As you travel through the city of London you will meet Crowley's
twisted experiments face-to-face, thus the name "nightmare creatures".
All of these enemies have pretty simple attacks, so their rhythms will
not be very difficult to memorize. Anyway, here's the list...
=-Zombies-=
These are the walking dead, former London citizens who have been
infected with Crowley's virus and comeback to life. These guys only
have one attack; they will lunge at you, hitting you with their heads.
They are pretty easy to kill, all you have to do is slice them in half
by using a Slice Attack (Forward + B). If you use any other attack, you
will knock them down, but they won't actually die. They HAVE to be cut
in half. Even if you cut their head off, they can still attack you. You
usually just see these guys wandering the streets, but sometimes they
climb out of shallow graves.
=-WereWolves-=
These are dog like creatures that walk around on two feet. Their main
defenses are blocking and dodging. They will try to jump behind you and
attack you from behind. The best attack against them is a series of
kicks. If they start blocking, step back and then quickly start kicking
again. These guys are pretty weak, a few Triple Kicks and they're dead.
=-Demons-=
These little flying devils are the weakest enemy in this entire game.
Their only attack is to shoot small fireballs at you. They usually
appear only in fire levels, but can also be found camouflaged as
statues in the first stage. These guys are dead in one hit, and since
they are always airborne, A Jump Attack is the fastest way to kill
them. Don't bother using fire attacks on them, they're immune to them.
=-Pepy's Monsters-=
This monster shows you what the virus can really do to someone. This
large beast stands 9 feet tall, and sports 3 arms and 3 heads. He
attacks you with wide claw swipes. He can block, but doesn't choose to
very much. He is however, not very susceptible to kick attacks. In
fact, it is almost a complete waste to try and defeat him with kicking
attacks. The best move is a quick weapon combo, but some simple
sword/staff attacks will do the trick.
=-Docker-=
A large bulky monster who shares a slight resemblance to "The Thing"
from the Fantastic Four. Anyway, this guy is pretty easy to beat. His
only attack is to swing his large rocky arms at you. Your best bet is
to come at him with a couple of good weapon combos. After you've done
your combos, step back, you have to give him a chance to fall down.
This guy can still hurt you even if you slice off both of his arms and
one of his legs. So make sure he is down for the count before you move
on.
=-Insects-=
These are giant brown bugs, which look like a mix of a wasp and a
ladybug. They are VERY fast, and will block a lot of moves. They are,
however, not incredibly strong. You won't find these guys a lot, but
they are in large numbers in the Thames Tunnel stage.
=-Thames' Monsters-=
These are giant sea creatures found near docks and bridges. They have
many tentacles, which have an incredibly long reach. The best attack is
to stand back and fire off a single shot from your gun. Be careful, as
explosive barrels surround many of these creatures.
=-Harpies-=
Airborne women whose screech can be heard from very far away. They
ladies can attack you by clawing with their wings, or stabbing you with
the tips of their tails. Because they fly so high above, the are very
difficult to attack. Kicks are too low to be successful, so I suggest a
Jump Attack. These ladies don't show up much in the game, but watch
your back when they do show up.
=-The Faceless Men-=
These unfortunate gentlemen are proof it does not pay to leave the
Brotherhood of Hectate. These guys are former members of the
Brotherhood, but they tried to leave, so were forced to ingest the
virus. They wonder the street, armed with a knife, their main attack.
Your best bet to beat these guys is to do a Jump Attack. After these
guys make their first appearance, they will continue to appear in large
numbers throughout the rest of the game.
=-Spider-=
Large six-legged spiders who are found in the back alleys of the city.
They build large green passageways throughout the city streets. They
usually appear in pairs, but can be found alone. These guys ca be very
susceptible to kick attacks and combos.
=-Giant Rats-=
You won't see these large rodents very much, and when you do find them
it's no bid deal. They inhabit the docks and harbors in the city of
London. Your best move is a couple of simple weapon combos.
=-Gargoyles-=
These large dragon-like creatures are start appearing in the stages
near the end of the game. They like to impersonate statues, waiting for
unsuspecting citizens to approach them. Don't you make the same
mistake. Like a lot of monsters, I find the best move is a Jump Attack;
it's fast, powerful, and they don't see it coming. Be careful, cause
these guys are almost always found in groups.
=-HellHounds-=
Large, red, fire-breathing demon dogs. These are probably the toughest
enemies in the entire game. They will attack either shooting large
amounts of fire, or attacking you with their large claws. If you are
using Ignatius as your character, the attack combo Ahab's Revenge will
tear these dogs apart. Kick attacks will work, but not as well as the
more complex weapon combos.
=======================================================================
|-VI.----------------------- THE POWER-UPS ---------------------------|
=======================================================================
Throughout each stage there are many power-ups to be found, either
sitting around or left behind after killing one of the creatures. These
power-ups can give you more health as well as give you new tools in the
fight against these creatures.
=-Proximity Mines-=
These are small green spiked balls. When you drop one, any monster that
comes near it will get a small explosion. Don't worry, it won't blow up
when you step on it. This is an effective weapon, even though the
explosion is not very strong.
=-Repulsive Smoke-=
This is a small green bottle with smoke pouring out of the top. When
you drop it on the ground, it will create a small circle of fog around
you. During the short amount of time the fog stays around, enemies will
not approach you. I never use this item, as its effect is not very
valuable. Though if you feel overwhelmed by enemies, it can buy you a
little time.
=-Freeze Spell-=
This is a large white snowflake. When you drop it, all creatures close
by will be turned into a very thin layer of ice. They will shatter if
you touch them, of if you let them sit for about 10 seconds. This is a
powerful weapon, but you won't see it around very much. Since it's so
effective, I would save it for when you have more then two enemies
around.
=-Dynamite-=
This is a stick of TNT. When dropped, it creates an explosion much
stronger than the proximity mine. It will blow off the arms and legs of
many creatures as well as weaken them. But remember, just because they
don't have arms doesn't mean they can't still hurt you. This weapon
isn't very hard to find around, so don't be afraid to use it.
=-Flash-=
This is a shiny blue lighting bolt. It will blind any creatures close
by for 10 seconds. Take this oppurtunity to destroy them. This is not
at all hard to find, probably because of its mediocre effect.
=-Torches-=
These look like, well, flaming torches. They are used to set creatures
on fire and turn them to ashes. Torches work on all creatures except
the Demons. These are a rare find, and aren't a huge help. It is,
however, cool to watch them burn up.
=-Gun-=
This looks like an old fashioned pistol. It fires off a single shot
straight ahead, and is accurate at a very long range. Make sure of what
you are aiming at because the gun automatically fires at the closet
enemy or exploding barrel. Even though these are all around I wouldn't
waste them on just any enemy. There are many exploding barrels around,
which require a gunshot to set off. Setting off these barrels can
sometimes open hidden areas in the stage. The gun is best saved for
exploding barrels and Thames' Monsters.
=-Multi Gun-=
This looks like an old fashioned pistol with three barrels. When you
use this item, the character will pull out two guns and fire three
shots to the left and three shots to the right. This item is about as
abundantly found as the normal gun. If you want to use a gun against
enemies, this is the one to use.
=-Berzerker-=
This item looks like a metal circular saw. This item, when turned on,
makes almost every weapon attack you do slice right through your enemy.
It is most useful when going up against a group of people, as it allows
you to make a fast, easy kill. This item is not necessarily rare, and
not necessarily common.
=-Healing Ball-=
This looks like a small crystal ball. Picking up this item adds a small
amount onto your life bar. This is not at all a rare item; in fact it's
probably the easiest item to find.
=-Large Healing Ball-=
This looks like a large crystal ball. Picking it up will restore a
large amount of health to your health bar. This too, is a fairly common
item to be found
=-Chaos-=
This looks like a human skull. When you drop this item, it will cause
any nearby creatures to ignore you and fight each other. They will stop
fighting when either the "spell" has worn off or one monster has beaten
all the rest. These items are very, very rare.
=-Heart-=
This item looks like a human heart and is the only item that appears in
the upper-right corner of the screen. Every time you pick one up, you
get another life. These items are usually gained after defeating a
creature.
|------------------------------------------|
|-------------Weapons Upgrades-------------|
|------------------------------------------|
Throughout the many stages of this game you will find 3 weapon
upgrades. Each of these upgrades will give you a more powerful weapon,
and sometimes give you a larger health meter. The list below will tell
you where to find each upgrade and how it will change your weapon. When
you come to an upgrade, just pick it up like you would any other item.
India Docks: Climb onto the large pirate ship. Near the rear of this
vessel is a wooden plank, which leads to the sea. Jump to the left off
of this plank and land on the stone block below. Pick up the weapon
upgrade.
The City: Enter the first web-cave you see and jump over the small
wooden fence you find at the end of it. Pick up the weapon upgrade.
Bloomsbury: Run right through the large fire right next to the first
hellhound you run in to. The fire will hurt you, but you'll find an
upgrade behind it. This third weapon upgrade also comes with an
improved health meter.
I will go into more detail about how to get each upgrade in those
stages of the walkthrough below.
=======================================================================
|-VII.-------------------- THE WALKTHROUGH ---------------------------|
=======================================================================
Here is the main body of this document, the actual step-by-step
walkthrough for this game. At the end of each stage, you will see text
enclosed in a small line square. This text is what you will read at the
end of each stage. Understand? Good, here we go
Stage 1
|-----------------------------------|
|--------------Chelsea--------------|
|-----------------------------------|
Enemies: zombies, werewolves, demons
Okay, spin completely around and use your weapon to open the brown
door. Be careful, because right behind it is a zombie. Use your weapon
to break apart the upper-left crate, in it you will find a large
healing ball. Turn back around and walk down the stairs and kill the
approaching zombie. Now, turn right and fire your pistol at the skull
and crossbones barrel. Walk through the newly created doorway and break
the crates you find inside. You'll pick up a proximity mine and a
pistol. Walk back out and turn right. Destroy the top crate to retrieve
a healing ball. There is a store window just ahead and on the left.
Break the glass of that window to get a gun and a small healing ball.
Blocking your movement on to the next section of town is a large metal
gate. Just to the right of that gate is a small brown door. Carefully
approach the doorway and kill the werewolf that will leap out. Enter
this little room. Walk over to the small white block in the far right
corner of the room, slicing through the zombie along the way. Press the
small button with your weapon. This switch opens a hidden door on the
opposite end of this wall, releasing a werewolf. Kill the werewolf and
enter the small hallway he once occupied. Along the walls of this
little hallway are three pick-ups. Get them, and activate the switch on
the far back wall. The switch you just pulled opened the large metal
gate that was earlier blocking your way. Turn around, exit the hallway
and small room, and turn right into the now accessible street. In this
room, there is a zombie to your left and a werewolf atop a pillar to
the far right. Let the zombie come to you, so you won't have to fight
two people at once. Kill the werewolf, stand back, and fire a single
shot at the skull and crossbones barrel in front of the thin metal
gate.
That explosion blew open the thin gate. Walk in and kill the zombie
directly to your left. Walk up the short dirt path that leads to the
large stone block and kill the werewolf that leaps from behind it. Now
turn to the right, and approach the large flat stone tablet lying on
the ground. As you get close, a zombie will arise from his grave. Kill
him, and turn around to face the dirt path. To the left, near the
path's beginning, are the ruins of a stone wall. Walk into these ruins
and kill the zombie milling around in there. Turn around and go down
the small set of stone stairs. Quickly turn right and kill the nearby
zombie. Now, to your left are some wall ruins, much like the ruins you
killed the zombie in earlier. Turn the corner to the other side of
these ruins. A werewolf is just around the corner. Run to the back wall
and pick up the small healing ball. Turn around and leave this small
enclose space. Walk up onto the brown elevated sidewalk you see right
in front of you.
Kill the zombie that is just ahead. Walk up to, but don't go past, the
small staircase to your left. Kill yet another zombie that is slowly
approaching you. Go up to the stairs and walk up to the large stone
block with a statue on it. Just when you reach it, a werewolf jumps out
from behind. Kill him, walk around the stone block, and down the
opposite staircase. Turn to the right and look at the tow stone
statues. The one of the left is actually a demon in disguise. The one
of the right is just a stone statue, nothing to worry about. Approach
the one of the left and kill him. One hit should do it. Walk up the
small set of stairs and turn to the right. Walk about halfway down the
path and a werewolf will leap from over the left stone wall. Kill him,
turn around, and walk back up the path and stairs. Turn to the left and
walk forward, stopping before you pass the left turn. Now in front of
you are two small stone statues, and unfortunately BOTH of these are
really demons waiting to attack. Run up the small staircase and kill
both of them.
Now, up ahead you can see a zombie standing in front of a small metal
gate. Kill him and the gate will open, but DON'T go in yet. Instead,
run up to the wall straight ahead. Jump up onto the wall, turn right,
and carefully walk along the wall. When you have gone as far as you can
go, turn left and jump down. Enter the dirt brick cave you see there.
Walk through the tunnel a ways until you come to a small open area. In
this area is a zombie just ahead and a bottle of repulsive smoke in the
back corner. Kill the zombie, pick up the bottle, and continue through
the tunnel. At the end you will find a small healing ball and an extra
life. Turn around and exit this dirt tunnel the same way you came in.
Turn right and hop back up on the fence. Walk forward a little ways and
hop back down at the same spot you climbed on. Go through the open gate
you your left and down the dirt steps.
________________________________
| |
| The workshop is deserted, but |
| a note is pinned to the door: |
| I couldn't wait, Crowley |
| suspicious. Brotherhood is |
| meeting in Spitalfield. HV. |
| Try to catch a Brotherhood |
| member leaving the secret |
| meeting |
|________________________________|
That's it, you've just finished stage one with
Monsters: 100%
Items: 100%
Time: 5:30
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stage 2
|-----------------------------------|
|------------SpitalField------------|
|-----------------------------------|
Enemies: zombies, Pepys Monster, dockers
Break the crate to your left and get the large healing ball. Walk up to
the small white fence and wait for the Pepys monster to step away.
Then, destroy the fence and quickly attack with a combo. Walk up the
small gray staircase and activate the switch. Walk through the now open
pathway. Step in, and then quickly hop back out. This will lure out the
monster that was just around the left corner. Destroy the box straight
ahead to receive a small healing ball. Turn left and walk down the
street. Coming up pretty quickly is a Pepys monster to your left, and a
zombie to your right. I would suggest fighting the Pepys monster first,
since the zombie moves so much slower. Now go right and up to the
wooden gate. Break it, and take a step back to avoid a monster. Kill
him and enter this room. Destroy the crate closest to you and take the
bottle of smoke. Turn left and walk up to the brown, dried up bushes.
Hack them apart to gain access to a secret doorway. Walk down the
hallway to find a room containing three pick-ups, including an extra
life. Go back up the staircase and exit the dirt tunnel. Walk forward a
little bit, and then turn left. Walking straight ahead, break the first
window you come to. Pick up the gun you just found, turn around, and
exit this room.
Turn right, and slowly approach the old wooden fence. When you get
close, a docker will burst right through it. Instead of chasing him
forward, draw him back for an easier fight in a wide-open area. When
he's dead, keep going forward until you are underneath the street lamp.
Now, turn to the left and slowly approach the wooden barricade. When
you get close, two zombies will break it open and attack. If you're
lucky, you can get them both in one swipe. Keep walking up the dirt
ramp, but sop before you reach the crates ahead. When you get close, a
Pepys monster will knock a stack of crates down right on top of you.
Avoid the crates, kill the monster, and keep walking forward. When you
hear a rumble, stop, and take a couple jumps back. When the rubble has
fallen completely, you can proceed.
Turn right, but don't go too far forward. There is a creature waiting
for you. Just like last time, it's a Pepys monster waiting to crush
under you some crates. So, just like last time; avoid the crates, kill
the monster, and proceed forward. Just up ahead and to the left is a
docker. In between you and him hangs a bridge overhead. Step under the
bridge, and then take a quick hop to avoid falling debris. That debris
will knock the docker down, but it will not kill him. Not far beyond
him is a zombie. After you kill the zombie, break the nearby crate to
get a large healing ball.
The path splits off here, and you need to go right. As you walk into
this area a zombie followed by a Pepys monster attacks you. These are
pretty close quarters to be "strategically" fighting, so I just mad
button smash. It will get the job done. Walk to the pathway at the
upper-right corner of this room. Walk into this next room swinging as
to circumvent the attack of the Pepys monster that lies in wait.
Straight ahead is an extra life. The box to your right contains a
proximity mine. The crate closest to the entrance contains a stick of
dynamite. In the upper-left corner of the room is a multigun. Turn
around walk forward, exiting this room.
Keep walking until you come to two crates on your right. In the one
closest to you is a large healing ball. Take a few steps forward and
stand under the bridge. Don't worry; it won't fall down around you. See
the large wooden structure up ahead and to the left? As you walk
forward, a docker will burst through and attack, so be ready. Also, a
Pepys monster will appear to your right. Here's the plan; get the
attention of both monsters and take a few steps back, luring them away.
Now, run forward and back into the room the monsters originated in. The
Pepys monster is still around to fight you, but the docker is too slow.
He is still trying to maneuver around the crates behind you. This
allows you to fight them one at a time. Finish them both off and run
ahead to kill the approaching zombie. Not too far ahead from hear, a
zombie will burst through a small wooden fence.
Keep moving and you'll come to a dead end. To the right is a small
staircase and to the left is a breakable crate. Break the crate and get
the pistol, then walk up the little staircase. Turn to the left and
fire off a single shot. This shot will set off a series of explosions
that will both open the pathway and kill a monster up ahead. Walk down
the wooden pathway and activate the switch. Break the small wooden
fence to your left and walk down the green stairs. There is a docker
down there waiting for you. Kill him and keep walking.
Just ahead a bunch of wooden and stone will fall down far ahead of you,
no big deal since it won't hurt you. Turn to the left and kill the
approaching zombie. After him, you'll run into a Pepys monster. Run
through the tunnel and up to the wooden wall. As usual, a docker will
burst through and attack. Quickly jump back so as to put as much space
in between you and him as possible, and then begin your attack.
Keep walking forward and kill the three zombies waiting ahead. Not long
after them, you'll run into a Pepys monster. When you fight him, be
careful of the stone bridge overhead. It will rain falling debris upon
you. Keep going forward, killing the zombie you run into. Just after
him, you'll walk up on a broken bridge. Stop, take a few steps back,
and use a running start to jump over the gap. Keep walking. The next
bridge you come to is fine, except for being currently occupied by a
Pepys monster. Kill him and turn the next corner. The following two
bridges will burst into flames just before you reach them. Don't panic,
just leap over them as you did the first one. (You'll now be treated to
a nice little cut-scene involving Adam Crowley's escape.)
Just after the cut-scene, you'll be approached by a Pepys monster. Kill
him, walk forward a little ways, and turn to the left. Use your weapon
to break open the boarded up window and retrieve the small healing
ball. Turn right, and walk down the small brown ramp.
________________________________
| |
| The man in gray manages to |
| elude you by fleeing into the |
| sewers. |
| Follow Him! |
|________________________________|
That's it, you've just finished stage two with
Monsters: 100%
Items: 100%
Time: 6:00
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stage 3
|-----------------------------------|
|-----------Thames Tunnel-----------|
|-----------------------------------|
Enemies: dockers, insects, Thames' monsters
First, turn completely around and walk up to the back wall. Pick up the
large healing ball and turn around. Walk up the stone steps, but take a
few jumps back when you hear a rumbling noise. When all the rubble has
fallen, approach the explosive barrel and hit it once with your weapon.
This will send it rolling to the barricade of crates up ahead,
destroying it. With that destroyed, continue forward and you'll come to
a wooden wall on your left. When you get close to it, a docker will
burst through and attack you. As you battle him, keep in mind that
there is going to be falling rubble not too far ahead. Kill him, avoid
the rubble, and continue onward.
Next you will come to an insect, followed by yet more rocks falling
from the ceiling. Just avoid the rocks as usual. A few steps ahead is
yet another wooden wall you your left, concealing yet another docker.
Kill him, and in the small room he once occupied are a couple of pick-
ups. Take them, and continue a little farther down the path.
Just ahead is a green staircase leading to the main sewer tunnel. To
the left of the doorway is a pile of crates. Hiding inside is an
insect. Kill him, and go left, down the large damp tunnel. Just ahead,
on the left wall, is a stack of two boxes straight across from that is
a docker waiting behind a weak section of the green stone wall. Kill
him, and break open the top crate. Inside you'll find a bottle of
repulsive smoke. There is a wooden blockade straight ahead so you have
to turn right. Continue down this path and stop when you stand at the
feet of a small set of stairs to your left. Up ahead of you is one of
the Thames' monsters. Face him, and fire of a single shot from your
pistol. This will set off a chain reaction, which will open up the
pathway to your left.
Walk up the stairs and kill the insect that appears when you reach the
top. Just to the left is s pile of crates; one contains a small healing
ball, and the other holds a single pistol. Take them and turn to your
right. Just ahead in a crate on the left wall containing a large
healing ball. Across from that, on the right wall, is a crate that
houses a small healing ball. Forward a few steps from there, and back
on the left wall, is another small healing ball hidden inside a crate.
Continue down the path and you'll find a pistol in a crate, and another
insect lying in wait. Kill the buy, get the gun, and step back down
into the main sewer tunnel. Turn the corner, but don't go too far.
There is a docker just ahead, and in between you and him is a ceiling
ready to collapse. Walk toward the monster, but jump back when you hear
the rumbling. Some of the falling rubble will hit the monster, making
him all the more easily to kill. Take the left path and pick up the
small healing ball you find at this dead end. Spin completely around
and head down the tunnel, following the small stream of water.
Run down the tunnel and you'll come to a large wooden fence to your
right. It looks like a rickety stable. Approach it to draw out the two
dockers hiding behind it. When you fight these guys, the best strategy
is to keep moving. Standing still for too long just allows them to
"gang up" on you. Kill them both and travel through the doorway they
broke earlier. Now, destroy the small wooden fence on the right wall
and enter this narrow green hallway.
This short hallway is the most dangerous of all in this stage to travel
through. It contains 5 sets of falling rubble, so just use the usual
"two step forward, one jump back" method. Travel down this hallway, and
turn right at the first iron pillar. Activate the brown switch on the
floor, and travel up the stone staircase in the room to your left.
These stairs will lead you up to a small loft upstairs. In the middle
of this room is a medium-sized wooden structure. Hidden inside of this
structure is a docker. First, break the crate in the corner of the loft
just ahead of you. You'll find both a multi-gun and a flash. Now,
approach the structure and kill the docker that jumps out. Pick up the
stick of dynamite just left of where the wooden structure once stood.
Now, exit this room the using the same doorway and stairs you used to
enter.
Walk into the large green room, the one filled with vertical iron
pillars. Run along the right wall to easily find the right-most exit.
Walk through this hallway and you will re-enter the main sewer tunnel.
Turn right, and approach the crates. Kill the docker that bursts
through them. Just past him is an explosive barrel, so shoot it. It
won't open up any new pathway, but it will allow you to safely destroy
the crate next to it. Take the gun, turn around, and take the path to
the right. Walk down the green stairs and into the murky water ahead.
You'll run into a couple of sets of falling debris. At the end, turn
left and you'll back on dry land. Walk up to the stairs and onto the
large green open area. Not far to your left is an insect. Walk down the
stairs to the left, to find and kill yet another insect. Carefully
continue down this path, but stop just where the left wall comes to an
end.
You now see before you many wooden docks, floating on a sea of dark,
murky water. This water is deadly, so be careful as you maneuver around
on the wooden planks. Kill the sea monster with a single bullet.
Staying on the green ground, follow the left wall into a small room.
Kill the docker inside, and flip the floor switch. Now, turn around and
exit the room. Take the green path, stopping at the last wooden pathway
on your left. Take that pathway as far forward, then as far left, and
then as far right as it will go. Turn right about 45 degrees and fire a
shot off at the Thames' monster.
Follow the wooden plank pathway right, and break the small wooden fence
you come to. Inside this small room you'll find a heart (extra life)
and a large healing ball. Turn around, exit this room and follow the
pathway right. Face the small, filthy waterfall and leap onto it. Turn
left and you'll have to kill first an insect, and then a docker. Turn
around and walk through the pathway you open with the last switch.
Halfway up the staircase you'll run into an insect and some falling
piping. Continue down the path, across the narrow rope bridge, and kill
the insect you find there. Continue forward, around the corner, and
through the small brass gates.
________________________________
| |
| Suddenly you hear a crash and |
| the screams of innocent |
| citizens up ahead. Your quarry |
| forgotten, you advance to find |
| out what new horror has been |
| unleashed... |
|________________________________|
That's it, you've just finished stage three with
Monsters: 100%
Items: 095%
Time: 6:35
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stage 4
|-----------------------------------|
|------------Sewer Snake------------|
|-----------------------------------|
This is your first mini-boss fight. This fight takes place in a very
small area. In the middle is a well containing the monster, and
surrounding that well are 5 wooden pillars. For now, the monster has
only one attack, fire breathing. Every so often all of the monster's
heads will expel a stream of fire at each of the large pillars.
However, the area in between each pillar is perfectly safe. So the best
attack plan is; hit a pillar, jump to the "safe zone", and strike the
pillar again. The second hit will knock it down upon the sewer snake. A
forward slash is your best attack for knocking them down. Destroy all 5
pillars, and the attack is half over.
Now the sea snake will try a new approach at destroying you. Instead of
shooting fire, he will just swoop down and bite at you. When you see
him prepare to attack, jump to one side and then quickly attack his
head with either a forward slash or a jumping slash. About five good
hits should finish him off. You'll know he's dead when he lets out a
loud shriek and falls to one side.
If you run into trouble, there is a small healing ball along the outer
wall. That's it, you've just defeated the sewer snake and finished
Stage 4. (Like in all mini-boss fights, you won't be shown any
percentages or completion time for this stage.)
________________________________
| |
| A single gun shot rings out. |
| You rush toward the sound and |
| discover a man dying in the |
| gutter. 'Crowley he did this, |
| he betrayed us. You must stop |
| him. The Sea Wolf Pub. Abraham |
| Greystone knows all.' |
| Find the Sea Wolf Pub! |
|________________________________|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stage 5
|-----------------------------------|
|------------India Docks------------|
|-----------------------------------|
Enemies: dockers, zombies, harpies, Thames' monsters
As soon as you start, turn right and pick up the large healing ball.
Now, turn back and break the crate to the upper right. It contains a
single pistol. Kill the zombie just around the corner. To your right is
a large metal gate, and to the right of that is a pile of crates.
Approach it, and break the crate in between the two tall stacks. Take
the gun and turn around. Go left down the stone path and slice through
the two zombies lumbering toward you. Now, hop up onto the wooden
walkway that hugs around the brick building.
At the end of this pathway are three small crates. Hop up onto the
lowest crate, then onto the upper crate. Now, hold forward and press
C.Left to leap over the wooden fence. Turn left and enter the doorway.
Around the second corner you come to is a zombie. You will come to a
small room, and on the far side of this room is a pile of crates
stacked 2x6. Approach it to reveal a docker, as well as s small pit
showcasing his gruesome work. Kill him, and pick up the two torches to
the left.
Step into the small, bloody pit to get an extra life. Hit the switch to
the left and go over to the doorway you just opened, but don't go
through it yet. Turn to the right and shoot the sea monster. You may
have to get closer to the doorway to get a clear shot. When he is dead,
walk through the doorway and stay to the right. Now, turn and shoot the
Thames' monster to the left of the doorway. Walk up to where that
monster once sat. There is a breakable crate to your left. Pick up the
pistol inside and turn left. Walk forward, down the stone path and
stopping when you're standing in the light of the street lamp.
Ahead and to the left a docker will drop down from above. Kill him, and
break the crate to the right. Inside is a stick of dynamite. Now, jump
a couple to the left. A Thames' monster should now be in view. As
usual, kill him with a shot from your pistol. Continue up the path and
you'll come to set of stone stairs. At the top you can see a pile of
exploding barrels.
When you step onto the first step, you'll see a quick little cut-scene
involving a docker pounding the ground. When it ends, jump to the right
so as to elude the now mobile barrels. They will roll past you, safely
exploding somewhere behind you. But now, a docker awaits you at the top
of the steps. Kill him and continue up the path. Use your weapon to
open the wooden double doors you find at the path's end. Take a few
steps forward, then jump back to avoid falling rocks and planks of
wood. Run down and kill the docker at the foot of the stairs.
Although this room is large, it doesn't contain anything of interest.
So just exit through the doorway up ahead and to the left. Slowly
approach this doorway, and jump back when you hear rumbling. The wooden
structure surrounding the doorway, as well as rocks from high above,
will come tumbling down. Continue through the doorway, and then quickly
turn left to kill the harpie. Turn back around and destroy the crate to
the left of the doorway you came in through.
Now, turn and walk down the wooden stairs and right up onto the purple
stone stairs in front of you. Turn left and destroy the approaching
harpie. Pick up the small healing ball on the right wall of this path,
a little ways past the metal gate. Just a few steps ahead the path
splits up. One way veers left, while the other continues forward and
past a small brick wall. You need to take the path that continues past
the small brick wall. A harpie will appear when you step underneath the
street lamp. Kill her, turn left, and walk onto the small dirt covered
area.
Stop when you come to the small campfire. From here you should be able
to see two pathways, one to the left and another ahead and on the
right. Go up the stairs ahead and to the right and turn left. Walk
forward, and kill the docker you find at the first left turn off the
path. Now turn around and head back down the path the way you came.
Jump onto the first crate you find on your left.
Still standing on the first crate, take a few steps forward and jump
onto the next small white crate. Now, turn left and jump onto the next
crate. Be careful up here, there is water below you. Up here you can
see you are standing next to a large pirate ship. To you right is a
wooden plank leading onto the ship. Attempting to jump onto it is too
risky, so instead just jump directly onto the ship. To your left are
one docker, and two zombies. If you have a freeze spell in your
inventory, now is a really good time to use it.
Now matter how you do it, kill them all and turn right. Take a few
steps forward and kill the docker that bursts out of the floor. Go down
the stairs that the docker just occupied. At the bottom and just to the
left are three items. A stick of dynamite, a small healing ball, and a
large healing ball are just sitting there for the taking. So take them,
turn around, and head back up the stairs.
(Just on a side note, before you leave this room, take a minute to look
around. This is one of the funniest rooms to look at in this game. It's
also one of my personal favorites.)
Run over to the opposite side of the ship and up the stairs to the
right. To your left is a thick wooden pole. Revolving around that pole
is a small metal hook. You get hurt if it touches you, so star as far
right as possible when you walk around it. Walk as far forward as
possible, right to the far edge of the thin wooden plank. Turn left,
and far below you'll see an area to land. Carefully, jump down there.
Retrieve the weapon upgrade and destroy the wooden crate to pick up an
extra life. Turn around and walk up the small set of dirt stairs. When
you reach the top, break the boxes directly to your left to create an
exit. Walk through that exit, turn left, and head down the brick path.
Stop at the second right turn; a small lamp marks it. Kill the docker
that is there waiting for you, and then take the right turn. Kill the
harpie that is just up ahead. Continue forward, stopping before you
reach the stone wall. Turn right and kill the Thames' monster. Once he
is dead, continue down this path and kill the docker. In between the
small stale and the right wall is a multi gun. Pick it up and continue
down the path, which will lead you in between a wooden wall and a
rusted metal structure. Stop when you are standing in the light of a
street lamp.
Turn to the right and shoot the Thames' monster. Turn the corner right
and kill the docker just ahead. Walk along the water's edge and through
the tunnel just ahead. You now see three large hammers swinging over a
pit of water. You'll going to have to jump it. Before you do anything,
break the crate to the right and take the proximity mine. Now take a
few steps back, you'll gonna need a running start. The best time to
jump is when one hammer is all the way to the left, and the other two
are all the way on the right. When you've landed safely, break the
crate to the left and pick up the small healing ball.
Now, turn around and run up the three small wooden steps. Then, turn
right and run to the switch on the back wall. Activate it to open a
large metal gate. Turn around, go back down the wooden steps, and go
right into the red brick tunnel. Take a few jumps back to avoid falling
debris, and then continue forward. Kill the docker and take the doorway
to the right. Once inside this room, a docker will appear to your left.
Kill him and follow the path right.
Break open the door to your left and kill the quickly approaching
docker. Run to the wall straight ahead and pick up a large healing
ball.
To your right is the framework of a large ship. You need to walk
through it to enter the next room. Two things are going to make this
difficult.
First, a few steps into it is a pair of sharpened, swinging logs.
Second, there is a docker jump up ahead.
The best strategy is to wait for the logs to swing off screen, and then
run past them as fast as possible. When you fight the docker, be sure
not to left him push you too far back. Kill him, and go through the
pathway on your right. Walk up to the doors of the building.
________________________________
| |
| You find Greystone slumped in |
| a corner clinging to a bottle. |
| 'Crowley created this plaque. |
| He told us he wanted to make a |
| superman. He's using some kind |
| of potion. He got the recipe |
| from the grave of Sameul Pepys |
| in Highgate Cemetary.' |
| Find Pepys tomb! |
|________________________________|
That's it, you've just finished stage five with
Monsters: 100%
Items: 096%
Time: 11:45
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stage 6.
|-----------------------------------|
|---------Highgate Cemetery---------|
|-----------------------------------|
Enemies: werewolves, harpies, zombies
From the very beginning to the very end of this stage, an icy stone
path will always lead you to the end.
First, turn left and approach the small wall. Pick up the large healing
ball and then go up the stone path. Stop when you come to a torch,
because a werewolf is about to leap over the wall to your right. Kill
him and continue forward. You will now enter a narrow corridor, with
walls made of a series of tomb doors. The 6th door you come to contains
a werewolf, which will jump out when you get close. Kill him and then
continue down the path, killing the werewolf that appears when you
round the first corner. Continue down the path, but stop before taking
the next left turn. Slowly approach the stone door, and kill the
werewolf that comes flying out.
Enter the doorway, and you'll step into a small tomb. Use your weapon
to open the brown casket to your left, and quickly kill the zombie.
Now, turn and walk up to the right wall. Open the middle casket, and
again quickly kill the zombie. Next, open the casket to your left. It
contains a multi-gun, but it also operates as a switch to open the
casket on the far right and release the hidden werewolf. So, quickly
pick up the multi-gun, turn right, and kill the creature. When he's
dead, pick up the flash from the open casket he jumped out from. Exit
this tomb and turn right.
Not too far ahead is a metal gate you can use your weapon to open. Kill
the zombie standing right behind it. Head up the stairs and kill the
werewolf at the top. Turn to the right and pop open that gate. Head
down the icy stone path ahead. When you pass the fourth grave on your
right, a werewolf will leap right in front of you. Kill it, and
continue down the path. When you reach the first tree on your left, a
small cut-scene will play involving Adam Crowley trying to kill you
with a stick of dynamite. The blast will knock you down, but it won't
actually take anything away from your life bar. So, just get up and
continue onward.
Up ahead a little ways, and where the path turns left, a harpie will
swoop down and attack. These harpies get pretty annoying throughout
this particular stage of the game; so if you have plenty of pistols,
these would be the enemies to use them on. Anyway, kill her and
continue down the icy stone pathway. Take the first left you come to.
Just up ahead, another harpie will swoop down and attack. This time,
flying in from the upper-right. Pick up the large healing ball from off
of the small stone block, and then break open the metal gate to the
left.
Slowly walk down the steps, but hop back when the debris starts to
fall. When it's all done, continue down and kill the werewolf and
zombie. In this room there are three large black coffins. First, use
the weapon to open the middle one and pick up the torch. Now, open the
casket to your left and a ghost will float up and away. It doesn't
really do anything for you, but come on; all he wants is a little
freedom. Finally, pick up the extra life sitting on top of the small
brown coffin to the left. Exit this small room and open the metal gate
just forward and to your left.
Head up the path and kill the two zombies standing next to the open
tomb door. Stay on the leftmost path. A little further up is a harpie.
Kill her, and from here the path will take a sharp right, a sharp left,
and lead up a small set of stairs. Before you go up them though,
approach the flat stone tablet lying on the ground to the right of the
stairs. Kill the zombie that climbs out and then go up the stairs. Kill
the harpie at the to and continue. This hallway will lead into a large
stone cathedral. Be careful when you first enter, as debris will fall
as you near the main room. When you do reach the main room, kill the
werewolf to the right.
Go over to the left wall and break the first stained glass window you
come to. Pick up the extra life on the windowsill. Approach the next
window and kill the werewolf that leaps out. Now turn right and slice
up the zombie. Walk up to the two windows on the opposite wall. Kill
the two wolves that burst through them and take the small healing ball
from the left window. Turn right, and walk into the small room straight
ahead. Kill the zombie inside and knock open the double doors to your
left. Kill the zombie lumbering toward you, and the werewolf not far
behind it. Shoot the barrel up ahead to destroy the large mound of
loose dirt. Now, go down the staircase you just cleared.
Head forward through this underground hallway, killing the harpie,
zombie, and werewolf you find as you go. You will then come to a small
room. Open the first vertical casket to your right and pick up the
flash. Then, open the vertical casket in the left corner and pick up
the torch. Now head up the stairs to your right. Kill the harpie and
werewolf at the top. Turn the corner left and kill the wolf that drops
down right in front of you. Approach the wooden door of the large white
tomb and use your weapon to open it. Walk right in.
________________________________
| |
| Pepys tomb has been plundered. |
| There is a message scrawled on |
| the back wall of the tomb. |
| 'Ignorants, your efforts are |
| in vain. Hampstead Heath is |
| next! The red ink is still wet!|
| Get to Hampstead Heath to stop |
| Crowley's plan! |
|________________________________|
That's it, you've completed stage 6 with:
Monsters: 097%
Items: 076%
Time: 6:55
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stage 7.
|-----------------------------------|
|----------Hampstead Heath----------|
|-----------------------------------|
Enemies: Pepys' monsters, spiders, Thames' monsters
First, kill the Pepys' monster up ahead and to the left. Next, run to
the back corner and bash the window. Pick up the large healing ball.
Then, turn around and follow the white stone path. At the path's end,
break open the gate to your left. It sits between two stone pillars
topped wit black gargoyles (the non-living kind). As soon as you step
through the gate, you'll have to kill the Pepys' monster (from now on
called a p-monster) directly to your right. Continue up the path, which
has changed from white stone to just plain dirt ground.
Just a few steps further ahead you'll have to kill another p-monster.
Continue, and kill yet another one a few more steps ahead. There is a
street lamp sitting just about where you first caught glimpse of that
last p-monster. The light from that lamp reaches all the way to a
couple of windows on the left building. Break the far window and pick p
the small healing ball. Follow the white brick wall to your left until
you reach the bottom of a small set of stairs. Now, turn right and go
down the dark brick path.
Stop at the small hole in the brick wall to your left. Fire off a
single pistol shot to kill the Thames' monster, then quickly turn right
and kill the approaching spider. Now, turn left again and walk through
the small hole. Avoiding the water, walk the right path. You'll find a
flash not too far ahead. Take it, walk back through the small hole, and
turn left down the path. Take the stairs to the right. About halfway
up, jump to the right to avoid the rolling barrels. Then, continue up
the stairs and kill the spider. When you reach the top, continue
forward, killing the p-monster and yet another spider.
To your right is a small green room from which the spider jumped out.
Enter it, and pick up the torch you find inside. Exit this room and
continue down the path, turning left at the bent lamppost. Head
straight forward, killing the spider along the way, all the way up to
the red brick wall. But, before you get there, turn right at the last
sidewalk leading to a door. Walk up to the door and turn left. Break
the white fence and hop down into the small yard. Now, walk up to and
break the small wooden wall. Now you see another wooden wall, but an
attacking spider will break this one. Kill him, and take the left
doorway.
Break the wooden wall and enter this small back room. Pick up the gun,
dynamite stick, and large healing ball. Turn around and exit these
green rooms the same way you came in. Hop back up onto street level,
and turn left and out of the narrow sidewalk. Turn right at the first
lamppost and open the wooden gate. Kill the nearby p-monster and then
run to the left wall. Follow the wall forward and kill the p-monster
along the way. Just a few steps past him, and on the left wall, is a
pistol. Take it, and continue forward. When you reach the short wall
overlooking the water, turn right and go down the steps. Kill the
p-monster down at the bottom and take the wooden bridge.
When you reach the middle, a Thames' monster will break through the
bridge from the water below. Shoot it as soon as you can and jump over
the newly created hole. Go down the stairs ahead and kill the spider at
the bottom. Take the staircase to your right. When you reach the top,
enter through the open gates to your right. Kill the p-monster standing
next to you. Turn left and follow the path around the corner. Kill the
spider and break the windows to your right. Pick up the bezerker and
small healing ball, then continue. Climb into the green cave using the
entrance near the right wall. Kill the spider waiting at the top, and
the one right behind it. Go right and jump up the large steps. Break
open the large wooden barricade at the top and head down this short
hallway. Pick up the large healing ball and torch to your right. Hop
down the three gray stone blocks and kill the p-monster just ahead.
Turn left down the white stone path and take the first right. Now
you'll back on the dark brick path. Turn to the left and walk forward.
Stop and kill the Thames' monster as soon as you see it up ahead. Keep
going forward, but stay to the right so as to avoid the rolling
barrels. Kill the p-monster and continue. When you reach the end, turn
to the left and kill the spider. Pick up the flash, turn around, and go
back down the brick path. Turn left onto the first dock. Keep an eye
out of a Thames' monster to appear on your right. On the crates ahead,
pick up a pistol, berzerker, and flash. When you walk over to pick up
the flash, another monster should come into view. Kill him and jump
over to the dock on your right.
As soon as you land, shoot the monster straight ahead of you. To your
left are two crates. Walk over and pick up the heart, multi-gun, and
large healing ball. Jump back to the first dock, and walk back onto the
stone walkway. Go left and shoot the Thames' monster as soon as you see
it. Climb onto the dock, and again quickly shoot the Thames' monster.
Jump onto the small piece of dock ahead and pick up the extra life.
Turn around, and jump back onto the long dock. Go straight up the
stairs ahead.
Up here, you will have to fight two huge spiders. These spiders are
bigger than normal, but actually very less skilled. Just kill them
using a constant series of "triple strikes". When they're both dead,
walk through the now open gate to your left.
________________________________
| |
| The ever wily Crowley escapes |
| again! You spot him climbing |
| into a boat with another man |
| and making for the Queenhite |
| Docks. Quickly you find a boat |
| and follow him to the docks. |
|________________________________|
That's it, you've just finished stage 7 with:
Monsters: 093%
Items: 071%
Time: 9:17
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stage 8.
|-----------------------------------|
|----------Queenhite Docks----------|
|-----------------------------------|
Enemies: Dockers, Thames' monsters, insects
First, take a couple of steps forward to make the docker drop down.
Kill him, take a couple steps back, and face the two crates on your
left. Jump up onto them. Take a flying leap forward to land on a small
wooden path. Walk to the end of this short path and turn right. Pick up
the extra life and the large healing ball. Turn around and jump back
onto the main stone path. You can't jump onto the boxes; you have to
jump to the small area to the right of their crates. Turn to the left
and head forward.
There is a hook swinging about midway of the bridge, so run past when
it swings to one side. Go left at the "T" intersection and kill the
insect just around the corner. Not too far ahead is yet another
swinging hook. Approach the stone archway just ahead, but jump back
when you hear the rumbling. Kill the docker that charges at you. (If
you're lucky, some of the debris will injure him.)
Continue forward down the dock, avoiding yet another swinging hook.
Just a ways past that are a couple of crates sitting on the docks.
Approach them, and up pops a Thames' monster. Shoot him with your
pistol and jump over the gap he created. Continue further, and you'll
come to a large wall of stacked crates. Approach it and kill the insect
that bursts through.
On the dock ahead are four swinging hooks. Run across when one hook is
all the way up and to the right, and the other three are all the way up
and to the left. If it doesn't look like you're going to make it across
fast enough, jump forward to get an extra burst of speed.
When you land, turn left and walk up to the large wall of crates. Jump
back when the docker bursts through. Just to the right of this docker
is a Thames' monster, so you must keep your distance. Instead of
running to the docker, lure him back onto the dock and fight him there.
Try to knock him into the water for an easy kill. Next, stand back and
shoot the Thames' monster. Pick up the flash and continue forward on
the white stone path. Just down this path are crates containing a
pistol and a torch.
Continue until you come to a dead-end. The path stops due to a wall of
boxes. Walk right up to them, and approach the small stone rail
overlooking the water. Pick up the gun you see floating there. Now, go
through the archway to your right and continue forward. Kill the docker
you run into.
At this path's end is a weapon upgrade, as well as crates containing a
bezerker and a small healing ball. Pick those up, turn around, and walk
the white stone path. Jump over the first crates on your right. Now,
jump up onto the set of crates in front of you and break the top crate.
Pick up the gun you just found, and jump down.
Step onto the narrow plank connecting the two stone docks. Shoot the
Thames' monster as soon as it comes into view, as well as the one to
your left. Then, follow this plank onto the next stone dock. Kill the
docker just to your left. Now, turn around and take the narrow plank
ahead. It leads straight onto another stone dock. Turn to the left and
shoot the Thames' monster. Take a few steps forward if you can't yet
see it.
Now, face the path to the right, but don't enter it. Just get close
enough to catch view of the Thames' monster. Then, shoot it and
continue down the main white stone path. Kill the docker at the "T"
intersection. Now turn around and back track. Do you remember the path
earlier on the right I told you not to take yet? Take that path now and
walk the long narrow plank onto the next stone dock. Go left, and kill
the docker and insect ahead.
Keep going, and shoot the Thames' monster up ahead and on the right.
Take the narrow plank right next to where it use to float. When you
step onto the stone ground again, a docker will appear to your right.
Kill him and go left. Break the small rickety wooden fence on the right
wall and enter. Shoot the Thames' monster on the far side of the dock
to your left. Walk over to the three crates and pick up the extra life,
as well as both the small and large healing balls.
Walk onto the dock on your left. When the first two hooks are all the
way on one side, run past them and all the way to the edge of the gap
in the dock. Now, wait for the next four hooks to be all the way to one
side and then jump over. Pick up the torch, gun, and extra life on the
back wall. Turn around, and go back across the wooden dock using
basically the same technique as before. When you step off the end of
the dock, turn right wan exit this room.
When you're back outside, go left and onto the first dock you come to
on your left. Walk up to and hit both of the small barrels. They will
both roll up to and kill the Thames' monster. (You will then see Adam
Crowley run away, down the dock.)
Continue down the dock, and you'll come to another set of swinging
hooks. Run past them when four are to one side and two are to the other
side. When you step off the dock onto the white stone, kill the insect
to your left. Go right and kill the docker standing next to the stone
archway. Then, go through the archway and jump over the water. Kill the
docker on the other side and pick up the torch on the crate. Approach
the large, half boarded up window and kill the insect.
Pick up the healing ball from the large wooden hole, and walk down the
wooden dock on your right. Turn at the first left, killing the Thames'
monster next to it. Kill the docker and the Thames' monster just past
him. Take the dock left, and then walk over to the wooden overpass.
Kill the docker, but watch out for falling debris.
Continue down the white stone path, killing the docker and shooting the
Thames' monster to your right. Go straight down that dock to your right
and onto the small boat floating just ahead.
________________________________
| |
| Crowley has struck again! |
| You find a dead body on |
| Crowley's abandoned boat. |
| Burned papers on board |
| indicate that an Adam Crowley |
| has substantial real estate |
| holdings recorded at a local |
| bank. Your next destination: |
| The Bank of England to search |
| for clues! |
|________________________________|
That's it, you've just completed stage 8 with:
Monsters: 100%
Items: 088%
Time: 10:45
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stage 9.
|-----------------------------------|
|---------------City----------------|
|-----------------------------------|
Enemies: Spiders, zombies, faceless men
First, approach the window on the corner of the building just ahead and
to the left. Kill the spider that leaps out. Now, walk up the short set
of stairs to your right and break the window on the back wall. Pick up
the large healing ball, turn around, and wall down the stairs and up to
the metal gate. Open it using your weapon and walk through it. Kill the
spider that leaps down from the stone pillar. Turn right, and go
through the opening between the two short pillars just to the right of
the flaming barrel. Kill the two spiders inside and walk into the green
cave on your right.
Continue through this cave, stopping when you come to the two spiders.
Kill them and hit the switch. That switch just opened up a gate
somewhere else in this stage. Continue through the cave, which will
narrow a little and lead to a couple more spiders. Kill them, and walk
along the outer wall of this room. Pick up all the items you see; which
include: an extra life, a proximity mine, a bottle of repelling smoke,
and a small healing ball. This is the last room of this cave, so turn
around and exit this green cavern the same way you came in.
When you're out of the cave, turn and break the small white fence to
your right. Go down the stairs and follow the brown path. When you come
to the second turn, you have to watch out for a couple of rolling
barrels. The first barrel will take up the right half of the path, and
the second one will take up the left half. Just use C.Up and C.Right to
avoid them. Go up the stairs ahead and kill the spider at the top.
Continue further and you'll run into another spider. Kill him, and
shoot the barrels just ahead to make yourself an opening in the stone
wall.
As you enter this opening, you'll have to kill two zombies and a
faceless man. Run along the white sidewalk to your right and kill the
zombie that leaps out of the store window. Pick up the small healing
ball from the window he once occupied. Follow the white sidewalk up to
the long fence and break it. Go into the dark corner to your left and
jump over the small metal gate. Pick up the weapon upgrade, turn
around, and hop back over the gate. Enter the damp green cave to your
left. Go through the cavern, killing the spider along the way. When you
exit the cave, break the small rickety fence and quickly kill the
nearby spider.
Turn to the left and walk down the main road, which is the dark brown
path. Just up ahead you'll run into zombie and a faceless man. Kill
them and take the road left, under the stone archways. Kill the spider
and run along the sidewalk to your right. I'm referring to the light
gray path that hugs the "wall" of buildings. Turn at the first right
and kill the spider, but be careful of falling rocks. Continue forward
and kill the werewolf feeding on the dead horse. Approach the dark
window to the right of the carriage and kill the werewolf that leaps
out. Pick up the gun from the window he jumped out from.
Continue forward, killing the faceless man, and enter the hole in the
stone wall on the right. In this small section of town, there are large
store windows along the right wall. The first contains a large healing
ball. Kill the two spiders and pick up the small healing ball and
repelling smoke from the second window. Break the third window and pick
up the torch. Hit the white switch, and it'll open up a large metal
gate. Now, turn around and exit this small area through the hole in the
wall.
Turn to the right, and run forward until you reach the "wall" of
buildings. Take the sidewalk left, and kill the faceless man that runs
up to you and the spider that leaps from on the of the store windows.
Continue down the white sidewalk, it will be a long walk. Stop at and
enter the opening to the dripping green cave. Head through the cave and
turn left. Take a few steps, and two zombies and a faceless man will
jump out of the large windows. Kill them, and pick up the extra life
from the third window. Go through the now open pathway in the white
brick wall. Kill the spider just around the corner and go up the
stairs. Use your weapon to open the large metal gate.
________________________________
| |
| There is blood everywhere. |
| Crowley obviously got here |
| first and made his withdrawl. |
| Follow the trail of blood! |
|________________________________|
That's it, you've just completed Stage 9 with:
Monsters: 100%
Items: 088%
Time: 10:35
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stage 10.
|-----------------------------------|
|------------Smithfield-------------|
|-----------------------------------|
Enemies: werewolves, faceless men, gargoyles
Before you start, remember NOT to use any sticks of dynamite. You will
need them for the next stage, the mini-boss fight.
First, turn to your right and pick up the large healing ball. Then,
follow the blood trail over the short stone bridge. Go right, killing
the faceless man and two gargoyles along the way. When you reach the
end, turn left and break the corner window, Pick up the berzerker, and
continue. When you come to the first bloodstain, turn and kill the
faceless man to your left, and then continue down the main path. Kill
the werewolf that leaps from the window on your right. Keep going, but
stop when you come to an abandoned carriage.
Shoot the barrel to your left and enter the hole in the wall. Down
there you will find a multi-gun and a large healing ball. Turn around
and exit this small area, running past the carriage and lamppost. Be
careful of the first window you come to on your right, it conceals a
werewolf. Break the window to the left of the large door and pick up
the dynamite. Continue further, and break open the large metal gate you
come to on your right. Be careful of falling ice.
Kill the werewolf that lurks inside, as well as the faceless man that
bursts in through the wooden shed. Break the window on the back wall of
that shed and pick up the torch, gun, and freeze spell from inside.
Leave the shed and run over to the opposite wall. Pick up the proximity
mine on the stone blocks to your right. Exit this small area and turn
right.
As you come to a large wooden door, a gargoyle and faceless man will
ambush you. Continue forward, and walk into the stone area on the left
and around the corner. Break open the second window you come to and
pick up the gun. Walk down from the stone path and go further down the
road. You'll soon come to a dead end. Break open the wooden gate and go
down the stairs.
You now find yourself in a small room of a slaughterhouse, surrounded
by bloody carcasses and a couple of werewolves. Kill them both and pick
up the large healing ball sitting on the crates in the corner. Now,
break open the small wooden gate and exit this room. Turn left and hit
the cart holding the flaming barrel. The explosion will blow a hole in
the large wall that is blocking the path, so now go right through it.
Turn left into the large area that is filled with all the crates. Run
fast so as to avoid the falling ice. When you enter, a werewolf will
drop down and attack. Kill it, and pick up the freeze spell. Enter the
third stable from the left, kill the werewolf that jumps out, and pick
up the small healing ball. Now, turn around and kill the approaching
faceless man.
Continue left and exit this covered area, again being careful of
falling ice. Go left, where you will fight a gargoyle, werewolf, and a
faceless man. Continue forward, and down the small set of icy steps. At
the bottom, turn left and go between the two buildings. Be cautious of
large snowballs falling on you. Turn the corner, kill the gargoyle, and
walk up the steps. Continue onward, killing the faceless man you run
into near a long bloodstain.
At the end of this path you'll enter a building. Kill the faceless man
that breaks through the window on your right. Break the windows on the
wall to your left and pick up the small healing ball and pistol. Now,
break the middle window on the right wall and pick up the proximity
mine. As always, be careful of the falling ice as you exit this room.
Turn right and follow the blood trail. Kill the werewolf that is
waiting around the first corner. Continue following the blood trail,
which leads to a frozen over water fountain. Kill the two gargoyles
that leap out. Go up the ice stairs just past the fountain and kill the
gargoyle and faceless man waiting at the top. Take the path right and
kill the faceless man that appears at about the first street lamp. Use
your weapon to open large metal gate to your left and between the two
street lamps. Walk into it.
________________________________
| |
| The trail disappears into an |
| abandoned church. You hear the |
| sound of something large |
| moving around inside! |
|________________________________|
That's it, you've just completed Stage 10 with:
Monsters: 100%
Items: 100%
Time: 9:00
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stage 11.
|-----------------------------------|
|------------The Snowman------------|
|-----------------------------------|
Yet another mini-boss fight. This time, you're up against a large yeti
armed with snowballs.
On the walls to your right and left, are sticks of dynamite you can
pick up. Straight ahead is a large white, monkey looking creature
throwing large snowballs at you. Directly to the right and left of the
yeti are six explosive barrels; three on each side. You have to blow up
all six barrels to kill the monster.
So, approach the monster, but don't get too close. If you get too
close, ice will drop down on top of you. This is why I had you save up
the sticks of dynamite from the last stage. It is near impossible to
safely pick up the dynamite from the wall, but this way you already
possess everything you need.
First, get as close to the yeti as is safely possible. Then, just start
throwing down TNT as fast as you can. If you get hit, just get back up
and keep throwing. If possible, make small jumps to the right of left
to avoid his snowballs.
Destroy all six of the barrels, and the monster's dead.
________________________________
| |
| Your fight with the yeti had |
| one positive result: You see |
| Adam Crowley's footprints in |
| the snow leading into Regents |
| Channel. Find him before |
| any others are sacrificed! |
|________________________________|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stage 12.
|-----------------------------------|
|-----------Regents Canal-----------|
|-----------------------------------|
Enemies: giant rats, Thames' monsters, dockers
First, turn completely around and walk down the small set of stairs.
Turn to your left and shoot the Thames' monster that comes into your
view. Also, pick up the large healing ball from the ledge. You are now
on a wooden dock. Take the first right turn you come to and approach
the very edge. Shoot the Thames' monster, and then turn back around.
Continue down the main dock, and turn at the next right. Shoot the
monster, and then jump from its edge and over onto the next dock. The
fog conceals it, but there is a safe place to land.
Approach the stack of crates to your right, and kill the docker that
jumps out from behind them. Then, turn right and destroy the second
crate you come to. Pick up the stick of dynamite and continue, staying
to the right so as to maneuver past more crates. Just past those crates
you'll find two giant rats. Kill them, and shoot the pile of small
barrels just ahead and to your left. They are sitting just a few steps
past the street lamp, and their explosion will open up a hole in the
building.
Go through the hole, and into a small damp cave. Kill the rat inside
and get all of the pick-ups. There are a couple of small healing balls
on a ledge, as well as an extra life, torch, and pistol behind the
small rusted gates that look like windows. Pick them all up, and exit
the small cave. Turn left when you get out, and break the crates to
reveal a multi-gun. Take it, and go down the path the same way you
came, staying to the left to get around the crates.
As you continue further, a rat will jump out when you come to the next
building. Kill him, and walk up to the double-doors on your right. Kill
the docker that comes flying out. Continue down the path, ignoring the
first crate you come to and killing the approaching giant rat. Break
the next two crates you come up on and pick up the small healing ball.
Kill the giant rat that runs up to you and continue onward. Turn left
when you come to a large (but broken) stone bridge and jump right over
the gap. Stay to the left for an easy jump over.
A rat will burst out through the wall when you step down, so kill it
and the one to your right. Now, go down the stairs on the right and
kill the docker at the bottom. If you're lucky, he'll accidentally fall
in the water. Now, go back up the stairs and into the hole created
earlier by the giant rat. Go down the hall you find inside, and kill
the docker in a small room just past and to the left of the bottom of
the staircase. Break the crate inside of that room to get a berzerker
and a large healing ball.
Turn right when you exit this small room and kill the giant rat. Now,
enter the water and follow this stone hallway all the way to the
switch. Activate the switch to open a small metal gate back at the
beginning of this stage, which is where we're headed next. So now turn
around and run all the way back through this long hallway, exiting back
at the bottom of the bridge steps.
Don't get on it though; instead take the stone path right. Break open
the first crate you come to and pick up the large healing ball.
Continue onward, and kill the dockers you'll run into at the four metal
pillars. As you continue, don't go down the stairs just yet, but
instead stay to the right of the metal fence. When you come to the
first corner; kill the approaching giant rat, break open the store
window, and kill the docker that bursts through the stone wall to your
right. Now, pick up the pistol from the window and enter the docker-
created hole.
Once inside, turn left and down the stairs. Pick up the multi-gun and
small healing ball from the ledge. Now, go left and hop up onto the
small stone platform. Pick up the proximity mine and large healing
ball, and then hop back down. Go back up the stairs to your right and
out into the main street again. Once out there, turn and run left all
the way to the end of the metal gate.
Go down the stairs to your right and run straight ahead, all the way to
where you originally began this stage. Jump up onto the rusted metal
ledge to your right, and step down onto the small stone block.
Carefully follow this narrow stone walkway through the gate you opened
with the switch earlier. Enter the small cave you come to, and pick up
the extra life and flash you find sitting on the two crates. Now, exit
this cave the same way you got in and hop back onto the main road. (You
haven't been in a fight in a while, so you may be taking damage due to
an emptied adrenaline meter. Just use a couple of your healing balls)
Turn right (obviously) and run straight ahead a ways, past the four
metal pillars and all the way back to the large stone bridge. Make a
flying leap over the big gap, and turn left when you get to the other
side. Walk across the small wooden bridge over the stream, and kill the
docker that breaks the gate. Continue into the next room and hit the
switch, which you will see takes all the water from the canal. Take
just one step into the now open gateway to your left and fire a single
shot at the barrels ahead. The resulting explosion will kill the
docker.
Now you can go in, and kill the giant rat on your right. Pick up the
berzerker, and the pistol from the crate right next to it. Break the
crate to your right and take the small healing ball. Also, pick up the
flash and dynamite near the entrance. Now, just ahead is a small white
staircase that leads to the water. Don't take that way, but instead
jump down into the nearly dry canal to the right.
Follow the small stream of water, which will lead you to a dead-end and
a docker. Kill it, and climb up the stairs to your right. Approach the
carriage at the top, and kill the docker that bursts out. Pick up the
large healing ball, and then kill the giant rat.
Continue further on, following the dark stone path. You'll run into a
few rats along the way. When you come to a docker, shoot the barrels to
finish him easily. The second docker, however, you'll have to kill the
old-fashioned way. You'll run into a couple more rats just before you
reach the end.
________________________________
| |
| You find yourself at the |
| gatest to the zoo. Strange |
| lights flash on and off in the |
| museum at the far end of the |
| zoo. Make your way to the |
| museum, perhaps Adam has |
| arranged a welcoming committee!|
|________________________________|
That's it, you've just completed Stage 12 with:
Monsters: 100%
Items: 096%
Time: 14:25
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stage 13.
|-----------------------------------|
|-------------London Zoo------------|
|-----------------------------------|
Enemies: Pepys' monsters, giant spiders
First, run over to the wall on your left and pick up the large healing
ball. Walk through the gate under the "London Zoo" sign, which will
close once you pass it, and approach the small wooden shed. Kill the
monster that jumps out, and then go down the stairs. Follow the path a
short way, until you see a monster burst through the wall on your
right. Kill him, and go into the hole and up the stairs. In the cage at
the top is a small rock formation. On the back of it is a proximity
mine, so pick it up and then head back down.
There might be a harpy at the bottom, so kill it if it's there. If it
is not there, then it will show up very soon. Either way, turn right
when you exit the hole. Follow the dirt path down the stairs, where
another harpy is waiting. Kill it, and then break open the door to the
cage on your right. Enter it and pick up the dynamite and pistol from
the stone block. Then, exit this cage and turn right onto the main path
again.
When you come to a set of stairs leading up to a bridge; you need to
stop, turn around, and look for a large white switch. Also kill the
monster in the nearby cage. Activate the switch and then go back to the
bridge. Kill the harpy waiting there, and then continue across. Enter
into the first doorway you come to on your right, which will lead into
a very muddy area. When you first step into the mud, you'll have to
kill a huge spider. Then, jump over to where you see the monster pacing
back and forth. Kill it, and then go right. Approach the caged spider
and kill him when he breaks through. Then, turn right and kill the
harpy that you see flying in.
Now, jump over the water and up to the large cage. Break it open and
pick up the extra life, pistol, and flash you find inside. Then, turn
around and jump back over. When you land, turn to the left and head
into the cobweb-covered doorway. As you enter this green hallway you
will eventually come to a room with cages, just a little past the first
spider you'll run into and kill.
Anyway, in this room your first target should be the caged spider on
your right. Kill it, and pick up the healing ball that's floating on
the ground. Just as you step back out of the cage, the spider from the
other cage has made his way over to you. Kill him, and then walk into
the main cage. Flip the switch you find on the back wall, and then turn
around and exit the green hall. When you get back outside, don't turn
either way. Instead, continue forward and right through the gateway you
just opened.
A giant spider will jump down on you as step onto the path, so be ready
for it. Then, continue down the path, which will soon lead to another
monster. Kill it, and get back to the main path. A harpy will appear
when you pass the small fallen tree, so be ready to kill it. At that
same location, hop up onto the thin fence on your left. Then, jump over
onto the stone pillar and pick up both of the healing balls. Then,
carefully jump back onto the main path.
Head over the narrow bridge and kill the monster awaiting you on the
other side. Try to knock him into the water nearby for an easy kill.
Then, enter the doorway marked by two burning torches. Go down the
stairs and into the bright green garden. After you take a few steps in,
a monster will burst through the glass ceiling. When the little cinema
is over, kill the monster and the harpy. Then, walk up the stairs
ahead. As usual, just follow the main path, but be sure to check all
the cages you pass by. You want to be sure and kill every last
creature.
The path has not lead into the lobby of a museum. So, your first move
is to kill the monster up ahead and to the left. Then, turn right and
go kill the monster and spider you see over there. Be careful around
the dinosaur skeleton, it can fall on you. Next, turn to the corner on
your right and break the display case. Pick up the healing ball, and go
up the right staircase. Break the case up there to retrieve a pistol,
and then go through the doorway on your right.
________________________________
| |
| Crowley's trap has failed, but |
| he had escape planned. Beyond |
| the courtyard lies the path to |
| Adam Crowley's escape route. |
|________________________________|
That's it, you've just completed Stage 13 with:
Monsters: 100%
Items: 100%
Time: 9:10
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stage 14.
|-----------------------------------|
|-------------Marylebone------------|
|-----------------------------------|
Enemies: dockers, gargoyles, faceless men
For starters, turn completely around and jump across the water and onto
the left side of the stone platform. Break open the three crates around
you and pick up the large healing ball, berzerker, and multi-gun. Then,
jump back over the water. After you land, approach the window on your
left, just below the small hanging sign. Break it, and pick up the
large healing ball and pistol. Turn to the right and kill the docker.
Then, kill the faceless man up ahead just a little further. Shoot the
on the white wall to make yourself a new pathway, which leads you into
a red brick hallway.
Continue through the hallway, but be cautious of falling debris just
when you pass the two windows. Shoot the large collections of barrels
when you come to it, and kill the docker waiting just behind them. As
you reach the top of the stairs, you'll run into a faceless man. Kill
him, and continue making your way through the hall. When you reach the
hole that leads back into the main path, a docker will jump out. So
kill him, and then turn right when you get back outside.
In not too long, you'll have to fight a pair of faceless men, followed
shortly after by another docker. About where you first meet the docker,
search the wall on your left for a ledge that holds a small healing
ball. Pick it up, and continue down the main path. When you come to a
large green door, be ready to kill the docker that bursts through. When
you fight him, it's better to draw him out rather then force him
forward.
When he's dead, continue down the now open path and kill the docker and
faceless man waiting just around the corner. Continue onward, killing
the faceless man you run into at the first turn. When you pass buy a
"castle-like" structure on your left, you'll fight both a docker and a
gargoyle. It will spring to life from its stone perch when you approach
it. As you turn left from the gargoyles former perch, you'll have to
kill another gargoyle and a faceless man. Continue down the path, which
will soon lead to a short stone bridge and another docker to kill. Just
past him will be a faceless man to your right, and a gargoyle to your
left. Kill them both.
Just past them, the road winds between store windows. This is a big
pick-up location. First, approach the store window that sits under the
small horse sign. Break it open and pick up the large healing ball.
Next, go to the window under the sign that is a picture of a bald guy.
Break this window and pick up the pistol and berzerker from within.
Now, you'll have to stop and kill the approaching gargoyles. Then,
break the window on your left and pick up the proximity mine.
Continue down the path, but stop when you come to the "Werewolf Tavern"
on your right. Break the glass there and pick up the torch, and then
continue. Break the window next to the streetlight and pick up the
heart. Then, break the next store window you come to and pick up the
pistol. Now, turn to your right and kill the approaching docker. Just
past him is a really challenging fight, three faceless mean all at
once. Kill them all, and then take the left path.
This should lead to a big stone wall, with a coinage to your left and a
weapon upgrade to your right. Pick up the upgrade and then go through
the pathway between the white gates. Careful, because there are falling
rocks not too far ahead.
This leads finally to what is really your last fight of this stage, a
battle with three larger-than-average gargoyles. If you can spare it,
this is a good time to use a freeze spell. If not, than just fight them
like you would any other gargoyle. When you're done with them, leave
this area using the only pathway out. Just follow the brown stone path
to a knocked over horse cart.
________________________________
| |
| The carriage driver tells you |
| of a madman who he used to |
| take to Bloomsbury. Could this |
| be where Crowley keeps his |
| laboratory? |
|________________________________|
That's it, you've just completed Stage 14 with:
Monsters: 100%
Items: 093%
Time: 13:00
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stage 15.
|-----------------------------------|
|-------------Bloomsbury------------|
|-----------------------------------|
Enemies: demons, hellhounds, gargoyles, giant spiders
For starters, spin completely around and pick up the large healing
ball. Then, turn back around and kill the two gargoyles one is to your
left and the other is near the large stone pillars. After that, head
down the green brick path. Stop when you come to the second streetlight
you come to on your left. Turn to your right and kill the gargoyle.
You'll run into a couple more not too far after that. As you continue
further, the green brick path will turn left. Break open the store
window just before the turn and pick p the pistol and small healing
ball. Then, continue down the street.
Not too far ahead a gargoyle will jump from a window to your right.
Kill him, and pick up the multi-gun from the window he came out of.
Continue down the green street, and a hellhound will leap out just a
little past the second turn. Kill him and the gargoyle that jumps from
the nearby window and pick up the dynamite. Now, turn around and face
the huge fire.
Just beyond those huge flames is a good-sized cache of items. So that
means you're gonna have to run through the fire. You might lose a life,
but it WILL be worth it. When you make it back there, you will find a
weapon upgrade that also comes with an improved health meter. To the
left of that is a berzerker, large healing ball, freeze spell, and a
torch. Take them all up and then run back through the fire. When you
return to the street, run up to the wall of buildings straight ahead of
you. Break open the window there and pick up the large healing ball.
Then, turn around and go down the steps to your left. When you get down
there, a giant spider will burst through the green door. Kill him, and
be sure to flip the white switch that's on the wall right next to the
small staircase. Enter through the now broken door and turn right and
watch out for falling rocks along the way. A giant spider will appear
when you enter a room with a small stone pillar running from the floor
to the ceiling. From that room, turn left and kill the little red
demon. Head up the stairs and kill the gargoyle that jumps down, and
then go right.
When you catch glimpse of a fiery explosion, be ready to kill another
hellhound. When fighting him, be sure not to be tricked into entering
the fire. From there, turn right and go down the stairs that lead back
to the green brick path. Kill the gargoyle you run into near the
streetlight, and break open the store window across the street and to
your left of you. Pick up the large healing ball and pistol. Next,
break the small window to the left of you now and pick up the multi-
gun.
Now, Head around the corner and onto the white sidewalk that runs along
the right edge of the street. Break open the second window you come to
and pick up the large healing ball. Smash open the fourth window you
come to and retrieve the berzerker. Then, move back onto the main path.
When you come to another large fire, you'll be attacked by a hellhound
and a gargoyle. Kill them both, and then go right. Up there will be a
couple of giant spiders for you to take care of. After that, go down
the stairs ahead. Continue through the thin alleyway, stopping every so
often to avoid falling rocks from above. There is another hellhound to
kill just as you reconnect with the main path, followed by a giant
spider.
From there, go left which leads to another large fire. Kill the
hellhound there and go through the hole in the wall to you right.
Another hellhound awaits you just as you step into the grass park, so
kill him. There is also a gargoyle in the area, so make sure you get
him too. Then, jump into the fountain and kill the next gargoyle. Be
sure to pick up the large healing ball before you hop back out.
Then, go around the red brick wall and kill the hellhound that is
inside the big stone structure. Then, go back into the main portion of
the park and pop open the small gate nearby. Kill the gargoyle there
and then turn left.
In here is your final major fight for this stage. You are going to go
up against a couple of hellhounds and a couple of demons. I would focus
on the demons first, because although they are the weakest enemy, there
fire attacks are difficult to avoid. It should only take one hit each,
and then you can focus on the hellhounds. As always, when you fight
them try to stay out of the flames nearby. When the room is clear, you
should see Adam Crowley standing at the back wall. Don't try to hurt
him; it's literally impossible to hurt him. Instead, follow him and
he'll lead you to the end of this stage.
________________________________
| |
| Crowley torched his lab before |
| you could search it. As the |
| neighborhood burns, he flees |
| to the Pimlico Prison carrying |
| a strange flask. |
|________________________________|
That's it, you've just completed Stage 15 with:
Monsters: 100%
Items: 091%
Time: 17:45
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stage 16.
|-----------------------------------|
|--------------Pimlico--------------|
|-----------------------------------|
Enemies: dockers, hellhounds, demons, giant spiders
Enter into the area on your right and kill the docker you find there.
Pick up the berzerker and large healing ball near the hole in the wall,
turn around, and head over to the stables. Near the back wall you're
find a small healing ball and pistol to pick up. Now, turn around and
go back through the hole in the wall. Go right when you exit the hole,
and down the short hallway. At the end you'll find another large hole
in the wall, and some falling debris. Carefully enter through the hole
and head left.
At the end of this hallway you come to a hellhound. Kill him, and break
open the green doors. Enter the next room and hop up onto the elevated
floor to your right. Walk forward until you see a hellhound below.
Then, hop back down to the main floor and kill it. Continue forward,
killing the docker just around the corner. When you come to the two
large holes, each leading in a different direction, go left.
Kill the docker in that room and go up stairs. Break open the metal
door and follow the path all the way to the wall switch. Flip the white
switch to open the floor on your right. Shoot the pile of barrels you
see to your right and enter the room created by that explosion. Pick up
the berzerker, healing balls, and pistol you find in the back room.
Turn right when you exit the back room to enter another pick-up room.
You'll have to kill a hellhound, a pair of demons, and another
hellhound hiding in the boarded up window on the left.
Hop up onto the platform to the right when you're done with them and
pick up the multi-gun, freeze spell, and small healing ball. Then,
leave this room, go up the stairs, and follow the stone path down the
stairs and back to the red building. Now, enter through the hall
straight across from you now. There's a hellhound for you to kill near
the small fire at the back wall. Not too far past him is a demon. Kill
him, and jump over to the pile of crates to your right. Pick up the
small healing ball, and jump back over. Walk through the hole up ahead
that's behind the flames, and kill the docker.
Turn the corner left to find a lone crate holding a pick-up. Take the
multi-gun, and then continue the main way. Stop when you come to the
staircase and let the barrels roll past you. Then, let the docker walk
down to you and kill it. Don't go up the stairs yet. First, take a
couple steps out into the street and kill the hellhound and demon. Then
go up the stairs and follow the stone path to a small fire, where
another hellhound will jump out. Kill him, and then break the back wall
window to pick up a torch. Next, turn right and leap over the gap in
the bridge. Keep following the path and you'll run into another
hellhound not too far ahead, so kill him and continue.
Just past the next turn you'll kill a docker, and then have to make
another leap across a gap in the overhead path. When you land, break
through the rickety old fence and go down the narrow stairs. At the
bottom and around the corner to your left is another hellhound. Kill it
and go down the stairs just ahead. Down there, you'll have to kill a
couple of demons and a couple of demons. Next, walk over to the small
pile of crates on your left and pick up the healing ball. Then, go over
to the rickety old fence in the upper-left corner of this area, break
through it, and enter the spider cave. The entrance is marked by a
large, flaming board overhead.
Kill the spider you find inside. There are two tall windows on the wall
in front of you, and between them is a thin boarded up area open and
pick up the pistol. Follow the path around the corner and to the next
small fence. Break through that one too and kill the two giant spiders
up ahead. From there, go right, break yet another rickety old fence,
and go kill the hellhound and demon in the next room. Then, go over to
the upper-left corner of that room and kill the docker and hellhound.
From there, turn to your right and run straight ahead. Kill the giant
spider you meet when you reach the street, and then continue down it.
Go up the stairs you come to on your right. (Yes, I know, you have been
up here before.) Follow the stone path, leaping over both of the
flaming pits, and down the stairs to the dirt ground. When you make it
back to the large dirt field that's filled with flames, head towards
the upper-right. Kill the hellhound along the way, and enter the path
that contains the exploding barrels. Finally, run all the way to the
streetlamp straight ahead.
________________________________
| |
| To follow Crowley you will |
| have to get past one of the |
| more colorful inmates, |
| Jose Manuel |
|________________________________|
That's it, you've just completed Stage 16 with:
Monsters: 100%
Items: 100%
Time: 14:30
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stage 17.
|-----------------------------------|
|------------Jose Manuel------------|
|-----------------------------------|
Welcome to yet another mini-boss battle, this time against a crazy
serial-slasher by the name of Jose Manuel. During this fight there are
only two dangers. One, there is a small pit of fire directly in front
of Jose; and Two, he is armed with an endless supply of knives that
he'll throw out you non-stop. There are two switches in this room; one
of the left and one of the right. Only one of them will be open at a
time. You start out at the switch on the right, which operates the gate
that covers the switch on the left. So, for starters hit the switch on
the right. Now, quickly run over and hit the switch on the left. When
you hit the left switch, you will extend the wall of spikes that
surrounds Mr. Manuel. Then, run back and hit the switch on the right to
start the process over again.
Do that four times, and the spikes will shoot completely into Jose's
body and shred him to pieces. For being so late in the game, this was
actually a pretty easy fight. Should you take a few too many knife
attacks; there is a large healing ball near the switch on the right.
________________________________
| |
| The ripper is dead and Crowley |
| is wounded. Track him by |
| following the blood trails! |
|________________________________|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stage 18.
|-----------------------------------|
|------------Westminster------------|
|-----------------------------------|
Enemies: faceless men, demons, hellhounds
First, turn to your far left and pick up the large healing ball. Then
quickly turn back around and kill the approaching demon. Head straight
down the stone path, killing the faceless men and demon, and go up to
the brown door. Use your weapon to pop open the door and enter. Go
straight down the main hallway. Kill the faceless man you run into
under the second chandelier. Two hellhounds will jump out just as you
enter the orange hallway. Kill them both and then follow the orange
hallway left.
They'll be another demon to kill at the second small fire you come to
on your right. As you continue, a hellhound and another demon will
appear when you come to a brown door. Kill both of em' and walk right
up to the door. Now, kill the next hellhound\demon duo that attacks
you. Then, enter the hallway to the left of the door. Try your best to
avoid the exploding barrels as you make your way forward, and kill the
hellhound. Now, make a turn left at the first given opportunity.
Inside this little fountain area are three hellhounds and a demon. Kill
them all and exit the doorway you came in through. Make sure you use
the correct doorway; it's the one that has flames on the other side.
Once you're back in the main hall, turn left. Carefully avoid the last
couple of barrels as you go up the steps to the next room. When the
little cut-scene ends, kill the faceless man just around the corner,
and then head to the right. In this room you'll kill another man, and
then go up the staircase on your right. You'll kill a couple more men
as you ascend the stairs, and then turn right onto a stone walkway
after you reach the top.
There, you'll find another hellhound you need to kill. Continue down
the path, killing the demon and then coming to a small hole. From here,
first jump over to the piece of rock attached only to the corner of the
wall. Then, turn right and jump over the remainder of the hole.
Continue down the stone path, which leads to another hellhound and
demon. Kill them both and follow the path, as it turns right.
This will lead to another demon and then a small wooden door. Use your
weapon to open the door and kill the two faceless men inside of this
small back room. Next, break open the display cases and pick up all 6
of the pistols. Use your weapon to knock down the two suits of armor
near the entrance and knock them down. (just because it's fun) Now,
fire off a shot at the barrel to blow a hole in the corner wall. In
this next small room you'll find another faceless man as well as a
freeze spell. Kill him and pick up the freeze spell. Then, use your
weapon on the side of the bookshelf that is facing the door hole you
came in through.
Doing this will open up another small pick-up room. Once the shelf has
slid over, go down the narrow staircase. At the bottom, pick up the
weapon upgrade, extra life, and large healing ball. Then, break through
the brown door and step down into an older room. Once down there, turn
right and enter the doorway that is straight ahead. This leads into
another small courtyard, where you will have to kill a couple of demons
as well as a couple of hellhounds. Finally, break through and open the
wooden double-doors.
________________________________
| |
| London is burning! As the |
| flames close in, Crowley |
| struggles into Westminster |
| Abbey. He is weakening and he |
| has nowhere to run! |
|________________________________|
That's it, you've just completed Stage 18 with:
Monsters: 100%
Items: 100%
Time: 11:00
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stage 19.
|-----------------------------------|
|----------Westminster II-----------|
|-----------------------------------|
Enemies: demons, gargoyles, hellhounds, harpies
Do a flying attack to kill the gargoyle straight ahead. Next, knock
down the first suit of armor you come to on your right and kill the
demon that you just released. Pick up the large healing ball at the
statue's feet. Now go straight down the hall, along the way killing the
hellhound and demons, all the way to the fiery staircase and stop
there. Now, go up the very small steps about halfway and then hop back
down. Kill the gargoyle that jumps down, and then continue up the steps
and down the hallway.
As you go up the staircase just around the next corner, which is much
longer, you should run along the left wall to avoid the flames. Kill
the demon and gargoyle as you make your way to the top, and then once
there you should turn left. Now, kill the hellhounds and demon you find
in that part of the hall. Then you need to turn around and jump over
the flames to the big wooden door. Enter the next room and turn right.
Kill the gargoyle and then carefully jump over the fiery hole in the
floor. From there, take a couple of steps forward and then stop a
second. Wait until you see a couple of explosions go off up ahead, and
then jump over the next set of flames.
From here, turn to the right and quickly kill the demon that is flying
right at you. Now run over to the gap in the floor and pick up the
pistol you see sitting on the cabinet. Then, turn back around and go
over to the hellhound. Kill him, and then go right. Walk up to, but do
NOT go in, the entrance to the next room. Instead, kill the gargoyle
and demon near you and then walk over to the small gap in the floor.
Jump down the hone and onto the ground below. It is safe just so long
as you avoid the large fire to your right.
Once you land down there, turn completely around and go up the dark
stone stairs in the upper-right corner of this room. Kill the gargoyle
you find at the top. Then pick up the pistol, small healing ball,
berzerker, and large healing ball. Right behind those items is a brown
door. Use your weapon to bust it open, and then hop up onto the small
ledge. Make a long flying leap so as to both exit this room and safely
make it over the flames below. Now, go up the stairs ahead and go
around the corner. Go through the already open doorway, around the next
corner, and jump over the fire pit and flames ahead. When you're back
in the room above the fire-filled room you were in earlier, walk along
the left wall and into the next room.
Once you step inside, turn to your right and pick up the chaos spell.
Then, turn back to face the room and kill the pair of gargoyles. Before
you enter the next room, be sure to pick up the small healing ball just
to the right of the doorway. In the next room is a small fire, a demon,
a hellhound, and a gargoyle. Kill them all and enter the room to the
left.
**Take not that for some reason the games locks up here a lot. If it
does, there is really nothing to do except turn the game off and back
on again.**
In this next room will be another hellhound, and another demon. Kill
them both, and then leap over the bed of fire that is straight ahead of
you. On the other side, and along the right wall, is an extra life.
Pick it up, lead back over the fire, and go into the hole in the wall
that is now on your left.
Up there you'll have a pair of harpies to kill, as well as a gargoyle.
After that, you'll catch a quick glimpse of the final boss. So anyway,
follow the stone balcony around and then back into the building. Once
you step inside, turn right and kill the gargoyle. Finally, run up the
stairs and break open the door.
________________________________
| |
| Westminster Abbey is in flames |
| Trapped of the roof, Adam |
| Crowley drinks the last of his |
| horrible formula. |
| May God be with you. |
|________________________________|
That's it, you're just completed Stage 19 with:
Monsters: 100%
Items: 100%
Time: 8:20
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stage 20.
|-----------------------------------|
|-------------The Roofs-------------|
|-----------------------------------|
Here it is, after spending 20 levels of this game trying to catch up to
him, you've finally caught up to him. Suddenly you wish you hadn't.
Anyway, this stage is the final boss fight of the game. Apparently Adam
Crowley has taken a little too much of his own medicine and become a
large demon-like monster. Let's go to work...
For starters, he is protected by four demons. These aren't just your
average demon; no, these are a lot stronger and also periodically set
themselves on fire. If you want to fight Crowley, you first have to get
rid of these guys.
Wait until one of them is NOT currently of fire, and then start
attacking him with a constant stream of strike attacks. Don't stop
until he's dead. Use this same, basic technique to kill all four of
them. Don't bother trying to fight them when they're on fire; it is a
waste of time and will actually end up only hurting you. When you've
slain all four of them, Crowley will jump down to you and the real
battle will begin.
Before I go into the actual fight, it's probably a good idea to tell
you of the two large healing balls you can get in here. The first is
reached by jumping off of the upper-right corner of the building and
onto the remains of a balcony. You can get to the other healing ball by
jumping into the torn open church tower that is just to the right of
the entrance to the roof. It is risky to get them, but they may become
necessary if you don't do so well up ahead.
Okay, back to Crowley.
The yellow bar that has appeared in the upper left corner of the screen
represents the current health level of Crowley. This bar can only be
diminished by combo-attack moves. Just simple strikes or kicks are a
complete waste of time on this guy. I personally find that, if you're
using Ignatius as a character, that the combo "Ahab's Revenge" can be
the most effective. It's fast, easy, and effective. For this fight I
would suggest you print out the combo list above and refer to it as you
fight, rather than pausing the game and looking it up through the
menus.
When you have completely emptied his health, he will begin to stand in
one place and move his head around as if he is dazed. This is the time
to make your final move. With just a simple spin attack, you will deal
the final blow by slicing his head off, and beating the Brotherhood of
Hectate once and for all! (you hope)
_______________________________________________________________
| |
| That's the story behind the Great Fire of 1834. Two unsung |
| heroes saved London from a hoard of monsters. They, of course |
| received no credit for their struggle as all evidence of |
| their deeds was destroyed in the fire. The citizens of London |
| awoke the next day to find the city almost burned to the |
| ground. They quickly went about the task of rebuilding the |
| city. |
| |
| At least Adam Crowley got his just deserts... |
| Or did he? |
| |
| - T H E E N D - |
|_______________________________________________________________|
=======================================================================
|-VIII.------------------ THE STAGE PASSWORDS ------------------------|
=======================================================================
Enter each one of these passwords to begin the game at that
corresponding stage. Each one of these passwords will start you out
with 9 lives. The number on the far left of the screen is the stage
number, and the button combination listed after that is the password
itself. Got it? Good, here they are...
02. C.Up, C.Right, C.Down, C.Down, C.Up, C.Down, C.Down, C.Down
03. C.Up, C.Down, C.Down, C.Down, C.Up, C.Left, C.Left, C.Down
04. C.Up, C.Left, C.Down, C.Down, C.Up, Up, Up, C.Down
05. C.Up, Up, C.Down, C.Down, C.Up, Down, Down, C.Down
06. C.Up, Down, C.Down, C.Down, C.Right, Left, C.Up, C.Left
07. C.Up, Left, C.Down, C.Down, C.Right, C.Up, C.Right, C.Left
08. C.Up, Right, C.Down, C.Down, C.Up, C.Right, C.Right, C.Down
09. C.Right, C.Up, C.Down, C.Down, C.Up, C.Down, C.Down, C.Down
10. C.Right, C.Right, C.Down, C.Left, C.Up, C.Left, Down, Up
11. C.Right, C.Down, C.Down, C.Down, C.Up, Up, Up, C.Down
12. C.Right, C.Left, C.Down, C.Down, C.Up, Down, Down, C.Down
13. C.Right, Up, C.Down, C.Down, C.Up, Left, Left, C.Down
14. C.Right, Down, C.Down, C.Down, C.Up, C.Up, C.Up, C.Down
15. C.Right, Left, C.Down, C.Left, C.Up, C.Right, C.Left, Up
16. C.Right, Right, C.Down, C.Left, C.Right, C.Down, Down, Down
17. C.Down, C.Up, C.Down, C.Down, C.Up, C.Left, C.Left, C.Down
18. C.Down, C.Right, C.Down, C.Down, C.Up, Up, Up, C.Down
19. C.Down, C.Down, C.Down, C.Left, C.Right, Down, C.Right, Down
20. C.Down, C.Left, C.Down, C.Left, C.Right, Left, C.Down, Down
And this final password below will start you out with all of the stages
of the game already won. If you enter this password, and then go to
start game, you can enter into any stage of the game you want. Not only
that, but you will also have the option of playing with infinite
options or playing as one of the creatures in the game. Enjoy!
C.Down, Up, C.Down, C.Left, C.Right, C.Up, C.Left, Down
=======================================================================
|-IX.------------------------- IN CLOSING ----------------------------|
=======================================================================
My e-mail address is shown at the top of this document, so please e-
mail me if you see any corrections that need to be made.
If I do use any information you give me, or take note of any mistakes
you bring to my attention, I will give you credit in my "Special
Thanks" section.
Also, please e-mail me if you see this FAQ/Walkthrough anywhere else
besides www.GameFAQs.com or www.IGN.com No other publications have the
right to use this document.
If you liked this FAQ/Walkthrough and found in useful, please let me
know by using the GameFAQs.com rating system. Any and all feedback is
appreciated.
=======================================================================
|-X.----------------------- SPECIAL THANKS ---------------------------|
=======================================================================
Thank you "Nightmare Creatures Instructional Manual" for help with the
story, item list, controls and enemy list.
Thank you
http://www.network-science.de/ascii/ for helping me with the
logo you see at the top of this FAQ. This is a great site for help with
simple ASCII lettering.
A special thanks to the "Gorillaz" CD that I listened to while I wrote
this guide.
Thank you IGN for hosting this on your website, www.IGN.com
Thank you CjayC for hosting this, and all of my other FAQs, guides, and
codes on your site www.GameFAQs.com
Thank YOU for reading this FAQ/Walkthrough, I hoped it helped you out.
=======================================================================
|-XI.----------------------- FAQ HISTORY -----------------------------|
=======================================================================
12/27/2002: Today, I started work on a FAQ/Walkthrough for the game
Nightmare Creatures. (Obviously) I noticed the current FAQ on
GameFAQs.com for this game is very lacking, so hopefully this one will
be much better.
1/17/2003: I just finished the first ready-to-submit version of this
FAQ, and I have to say it looks like my best guide so far. Expect the
next version to be up very soon, probably in a couple of weeks. For
now, this is FAQ version 0.25
1/20/2003: I just added Stages 6 and 7 to the walkthrough. This is now
FAQ version 0.33
1/25/2003: I added Stage 8, as well as some improvements to the
introduction and controls section. This is now FAQ version 0.40
2/9/2003: I added Stage 9 and made a couple of corrections. This is now
FAQ version 0.45
2/22/2003: I added Stages 10 & 11 today. This is now FAQ version 0.55
3/23/2003: I know it's been a while since the last update, but I'm a
slow worker. Anyway, I just added Stage 12 to the walkthrough. This is
know FAQ version 0.60
4/7/2003: I added the walkthrough for Stage 13 today. This is now FAQ
version 0.65
4/13/2003: Today I added walkthroughs for Stages 14 and 15. This is now
FAQ version 0.75
4/21/2003: I added walkthroughs for Stages 16 and 17. This is now FAQ
version 0.85
4/27/2003: Today, I finished this guide by adding Stages 18-20. This is
now version 1.0, and is a complete FAQ. What do ya know; it only took
me exactly four months to complete.
5/6/2003: I added my new signature to the bottom. This is now FAQ
version 1.1
6/12/2003: IGN can now host this guide.
=======================================================================
|-XII.------------------ COPYRIGHT INFORMATION -----------------------|
=======================================================================
Since I, Michael Tyler (Reptile) wrote this document, it is protected
by copyright law. I do not allow anyone else to distribute this for
any reason. As of now, I allow only www.GameFAQs.com and www.IGN.com to
publicly display this document on their websites. If you want to put
this on your site, you must ask me first. There will be a penalty if I
find someone using this document without my written permission. This
document was written for personal\private use only.
Copyright 2003 Michael Tyler
-----From The Twisted Mind Of-----
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| _// __ \\____ \_ __\ | | _/ __ \
| | \ ___/| |_\ | | | | |_\ ___/
|____|_ /\___ \| __/|__| |__|____/\___ \
\/ \/|__| \/