Hellboy: Asylum Seeker (PC)
FAQ/Walkthrough version 0.5
Copyright (c) 2001, 2002  Kuno Woudt <[email protected]>.

Permission is granted to copy, distribute and/or modify this document
under the terms of the GNU Free Documentation License, Version 1.1
or any later version published by the Free Software Foundation;
with no Invariant Sections, with no Front-Cover Texts, and with no
Back-Cover Texts.  A copy of the license is included in the section
entitled "GNU Free Documentation License".


 [fancy ascii art goes here :]


======================================================================
0.  Preface
======================================================================

   This is my first FAQ, so if you like it please send me a message
   to encourage me to write more FAQs :).

   Now, feel free to jump to whichever section you are looking for,
   or read on for a general (boring) introduction to this FAQ.

     -- Kuno Woudt <[email protected]>

======================================================================
1.  Table of Contents
======================================================================

0.  Preface
1.  Table of Contents
2.  Introduction
2.1.  URLs
2.2.  History
3.  Walkthrough
3.1.  Episode One
3.1.1.  E1 - Grave Yard
3.2.  Episode Two
3.2.1.  E2 - Underground Passage
3.2.2.  E2 - Asylum
3.3.  Episode Three
3.3.1.  E3 - Tower Grounds
3.3.2.  E3 - Library
3.3.3.  E3 - Sacristy
3.3.4.  E3 - Tower Roof
3.4.  Episode Four
3.4.1.  E4 - Asylum Recreation Room
3.4.2.  E4 - Sewers
3.4.3.  E4 - Elevator Room
3.5.  Episode Five
3.5.1.  E5 - Town
3.6.  Episode Six
4. Feedback
4.1  Music Books
4.2  Developer
5.  Cheats
5.1.  hell_e2.bat
5.2.  hell_e4.bat
6.  GNU Free Documentation License
7.  EOF

======================================================================
2.  Introduction
======================================================================

   Hi,

   You are reading the FAQ for Cryo Interactive's Hellboy game.  This
   is my first game FAQ, so please send any questions, suggestions,
   flames, fanmail, etc... to <[email protected]>.

   (if you send me something which I might want to add to the FAQ,
   let me know how you want to be mentioned (no email address, spam
   protected email address, etc... )

   Hellboy is originally a comic book character created by Mike
   Mignola, these Hellboy comics are published by Dark Horse.  (yes,
   you should buy them, Hellboy is one the best comic series I
   know).

   However, I must warn you - this game might not live up to your
   expectations:

     1. the game engine can be quite buggy.
     2. some of the fights can be frustrating.

   (I ran into many problems with my nvidia TNT2, using their
    detonator drivers.  Installing the drivers from my video card
    manufacturer (ELSA) seems to have made the game a lot more
    stable).

   So, unless you are a devoted Mike Mignola fan, this game might not
   be worth your trouble.

======================================================================
2.1.  URLs
======================================================================

   This FAQ is available from gamefaqs: http://www.gamefaqs.com,
   and from my personal homepage at http://warp.frob.nl

   Dark Horse is at http://www.darkhorse.com.
   Cryo is at: http://www.cryo-interactive.com.
   Hellboy game: http://www.hellboy-game.com.

   The GNU Free Documentation License and related materials:
   http://www.gnu.org/copyleft/.

   You can find me on irc in channel #demoscene on openprojects irc
   (http://www.openprojects.net), however this channel is not related
   to computer games at all, so you should only use it to find me if
   my email adress doesn't work anymore. (my nick is `warp').

======================================================================
2.2.  History
======================================================================

   2002/11/02 - Kuno Woudt <[email protected]>
     - version 0.5.
     - some more feedback, new email adress.

   2002/03/26 - Kuno Woudt <[email protected]>
     - version 0.4.
     - added feedback on Peter's letter and the music books.

   2001/08/25 - Kuno Woudt <[email protected]>
     - version 0.2.
     - added Episode Four through Six and some other things.

   2001/08/21 - Kuno Woudt <[email protected]>
     - first version.

======================================================================
3.  Walkthrough
======================================================================

   Throughout this FAQ I will use the following conventions:

   <RUN>, <ATTACK>, <ACTION> press the corresponding key.
   <GUN>, <FIST> attack with the appropriate weapon.
   <ATTACK> attack with some other weapon.
   <USE> press the `use item' key.

   [HEALTH] a health box/kit whatever item lying about.
   [AMMO] some ammo for you to pick up.
   [SAVE] a save point.

   I have drawn maps for some areas, near each map should be a legend
   explaining which character means what.  Some common characters
   are:

   S = save point
   H = health
   # = a door
   A = ammo

======================================================================
3.1.  Episode One
======================================================================

   After picking up Peter's lighter you are ready to explore the
   Grave Yard.  Walk up the steps and continue until you see a
   tree.  Try <ACTION> on the gate towards your right and you will
   find out it is locked.  Turn around and enter the small building
   opposite from where you are standing (press <ACTION> near the
   door), now press <ACTION> near the stone opposite the door -
   Hellboy will say something like "Hey, that did something.".
   Exit and walk over to the other small building near the steps,
   again press the stone inside which will now unlock the gate.

   After passing through the gate you will encounter some zombies
   while exploring the area.  Use your <FIST> to defeat these
   and grab the [HEALTH] before walking up the steps to the next
   area.

   After the conversation between Sara and Hellboy you can try
   <ACTION> on the door next to Peter - it is locked.  Walk over to
   the grave yard where you will see a magical hourglass, press
   <ACTION> near it to discover it is a [SAVE] point (well you could
   have read that in the manual too).

   NOTE: this might be a good moment to try the cheat in section 5.

======================================================================
3.1.1.  E1 - Grave Yard
======================================================================

   Use the entrance next to the [SAVE] point.  You will be attacked by
   a giant bird.  If you don't feel like fighting just <RUN> over to
   the end of the clearing and fetch the key, then <RUN> back and
   exit this area.

   If you do kill the bird you will be greeted with another zombie
   when you enter the grave yard again, but atleast you will get a
   [HEALTH] after killing it.  You should probaby [SAVE] again.

   Now, <USE> the key to unlock the door next to Peter, then open it
   with <ACTION>.

======================================================================
3.2.  Episode Two
======================================================================

   When you start Episode Two you should see a torch on either side,
   <USE> your lighter to light one and pick it up.  Next use your
   <FIST> to punch the two zombies in the room - they are easily
   defeated, and walk over to the left of the room.  There is a stone
   between the 3rd and 4th `coffins' which you can push with <ACTION>
   to open the door on the far side of the room.  <RUN> to the door
   before it closes.

   In the next room you will find four stones.

   1. a triangular one on the left, I shall call that stone 1.
   2. a square stone on the right.
   3. a roundish stone on the right.
   4. a roundish stone on the middle pillar on the left.

   You will not need stone 3.  Place stone 4 on the left pillar,
   stone 1 on the middle pillar and stone 2 on the right pillar.
   (the logic behind this might have to do with the height of each
   pillar.  I am not sure myself - I just tried all combinations until
   I found the right one).

   After placing the stones a bridge will appear toward the other
   side, cross the bridge and [SAVE].

======================================================================
3.2.1.  E2 - Underground Passage
======================================================================

   Walking along you will come across a door behind a pit of fire,
   press <ACTION> near one of the posts on either side of the door to
   attach a torch to it.  Now run back to the save point and grab the
   torch on the other side of the wall, again use <ACTION> to attach
   the torch to a post to unlock the door.

   Open the next door by pressing <ACTION> near the cross to the
   right of the door, this turns out to be an elevator.

   NOTE: there is also a secret door a bit further along on the left
   wall, but there is now way to open it right now.

   After arriving in the church press <ACTION> to play a tune on the
   organ and you will find some [AMMO].

   When you have talked to the ghost on the other side of the church
   and opened the door with <ACTION> you will be outside again.  Walk
   towards the camera to be attacked by a monster - as with the bird
   you don't have to kill it - you can outrun it if you want.

   Run along and press <ACTION> to open the wooden gates.  To be
   attacked by yet another monster - you'll be happy to know that
   this one leaves before you get a chance to fight it.

   Follow the path to a mansion, enter it and [SAVE].

======================================================================
3.2.2.  E2 - Asylum
======================================================================
                                                  _____   _
                                                 |     | | |
                                                 |     | |_|
            ___                                  |     |
         __|   |___        ___   ___   _____   __|     |
        /__     __ \      |   |_|   |_|     |_|        |
      //   |___|  \ |     |    _  H  _       _   frogs |
    _||_     ____/ /___   |___| |___| |     | |________|
   |    |   |____   _  |   ___   ___  |     |  ___   ___
   |_   |        | | | |  |   |_|   |_|     |_|   |_|   |
     |  |__      |_| | |  |    _     _       _     _    |
     |  |  |         | |__|___| |___| |     | |___| |___|
     |  |__|         |______|_   ___  |     |  ___   ___
    _|__|                 |   |_|   |_|     |_|   |_|   |
   |   |                  |    _     _       _     _    |
   |___|                  |___| |___| |     | |___| |___|
                                      |_   _|
       H = Herman              _________|#|_______________
       S = [SAVE]             |               |           |
       F = file cabinet       |               |   garden  |
       M = map                |   Asylum      |           |
       f = fountain           |               #    /~\    |
       s = sprinklers         |               |   ( O )   |
       # = door               |               |    \_/    |
                 _________    |               |           |
                |         |___|          _____|_          |
                |  |______|             |       |     __  |
          +-->  |  \______|             #       |  __|  \_|_
          |     \_________#             |      _| |_____/ | |
          |               |___    ______|_____|s______|__f| |
        guard room            |##|                    |_____|
                              |  |
                _____    _____|##|_____________
               |     |  |              |  |  | |
               |F    |  |              |  |  # |
               |     |  |     ____     |  |  |_|
               |     |  |    |    |    |  |  | |
               |nurse \_|    #    #    |     | |
               |________#    |    |    #      \|
                        |    |    |    |___    | <- library
                        |    |    |    |   |M  |
                        |____|   S|____|   |___|
                             |____|

   Walk to the area I have labeled `nurse' on the map.  A nurse will
   attack you and take your gun, so you will have to defeat her with
   your <FIST>.  After throwing her out of the window press <ACTION>
   on the file cabinet a few times to learn that Pavlov was last seen
   near the library, and that he stole a key.  Walk behind the desk
   and press <ACTION> on it to open a drawer, press <ACTION> again to
   take the key.  Press <ACTION> on the books twice to get a music
   book.

   Now go to the library and have a look at the map.  You will notice
   that there is a secret area behind some of the books, turn around
   and walk to the nearest books, you should find a book which sticks
   out from the other books.  Press <ACTION> to pull it back and open
   the secret door, walk into the secret room and you will find
   Pavlov.  However, he is not very helpful right now.

   Go to the double doors and unlock them with the key you got from
   the nurse, you will be attacked by two mad guards, probably best
   to use your <FIST> to defeat them.

   Try the door on your right to find out it is locked.  Press
   <ACTION> on the window next to it to find out it hasn't been
   cleaned in a while :), press <FIST> to break the glass and press
   <ACTION> to enter this room.

   Gather all the medicines throughout the room and have a look at
   the charts, also note their colors.  (Reprinted here for your
   convenience).

   Patient       Treatment                 Disease
   Tchecky       Sadocan (yellow pills)    ...iculating Dementia
   Herman        Quarlax (green pills)     ...ronic Schizophrenia
   Gunter        Chromal V... (red pills)  Debilita... Euphor...
   Voslov        Bromal (blue pills)       Chicken Syndrome

   You will notice there are three patients in the room, and four
   charts on the wall and you now have five different colour pills in
   your inventory.  So the white pills must be for Pavlov, head to
   the library to find out.  Pavlov will you give you a key.

   (now might be a good time to [SAVE] again).

   Go back to the room where you got the pills.  You can give the
   other patients their pills now to stop them wandering around,
   there does not seem to be any other use for it though.

   Try the door on the far side of the room to find out it is locked,
   use the door to the right to enter the garden.  Walk over to the
   other side of the garden, behind the small building you will find
   a valve or something in a corner (marked "f" on the map).  Press
   <ACTION> on it to activate the fountain, a letter will appear in
   the water, press <ACTION> on it to take it.  <USE> the letter to
   find out it is probably written with invisible ink.

   UPDATE: Lost Johnny was the first to write me on how to read the
   letter:

      "Just <USE> it in front of the fireplace in the first room of
       the asylum (the room with the save point in it). The heat of
       the fire will turn the ink visible. Peter's letter reveals
       how the angel statues have to be adjusted in order to open
       the entrance to the underground corridor which leads to the
       exit of Episode 2."

   Go back inside and enter the door to the guard room.  Again use
   your <FIST> to defeat the mad guard and press <ACTION> on the
   lever at the end of the room.  This will unlock the door towards
   the next hallway.  Go back and open that door, to find yourself in
   a hallway where you can hear a lot of frogs.

   Enter the last door on the left to find Herman, give him his pills
   to learn about an old man behind the walls.  (btw, wash your hands
   if you take a dump on any of these toilets :).

   Enter the last door on the left and you will be attacked by a
   giant frog creature.  <RUN> to the end of the room and press
   <ACTION> to grab the pipe, now walk under the giant frog and press
   <ATTACK>.  Hellboy will drop the pipe after this, so press <ACTION>
   again to pick it up from the floor.  Repeat until the frog is
   dead.  You are now the proud owner of a useful pipe.

   Exit this room and enter the second room on the left.  <USE> the pipe
   on the fan on the back of the room to break it, and press <ACTION>
   to enter the new hole.

   You will find yourself in a room with four pillars on which
   statues of angels point towards the end of the room.

   Leave the far left pillar as it is, and press <ACTION> on the far
   right pillar to point it towards the right.  Press <ACTION> twice
   on the bottom right pillar and press <ACTION> three times on the
   bottom left pillar so that all the statues look in a different
   directions, this should open the door at the top of the room.

   Walk towards the end of the corridor, open the door and keep
   walking.  At the next door use the key you got from Pavlov to
   unlock the door and you will find the old man Herman was talking
   about.

======================================================================
3.3.  Episode Three
======================================================================

   Exit this room and run through the corridor, try to avoid the
   hands grabbing you from out the cells.  After a while you should
   walk up some stairs and find yourself in a torture chamber or
   something, which does not look too stable.

   The door on the other side is locked, but you can notice a key
   hanging from one of the chains.  Grab the plate which is on the
   wall to the right of the axe.  On the left of the axe there is a
   chain which you can reach, press <ACTION> to pull it.  Now you can
   use your <FIST> to punch the two broken pillars at the back of the
   room.  (Punch the left pillar first, while the room is rumbling
   <RUN> over to the other pillar and punch that).  The roof should
   cave in after a while, walk over to the left of the room to pick
   up the key which is now lying on the floor.

   <USE> the key to unlock the door and press <ACTION> to open it.

   Follow the wall towards the right and enter the door opposite the
   steps, Hellboy will see the same man who walked out of the torture
   chamber into a tower.  Walk along and you will find a [SAVE] point
   in a corner to the right.  Obviously the tower is locked and so is
   the door opposite from the save point, so go back to the clearing.

======================================================================
3.3.1.  E3 - Tower Grounds
======================================================================

   Walk along the wall to find another door which leads to a library.
   You will again see the man from the torture chamber enter a door
   and locking it behind him. Examine the shelves on Hellboy's right
   just after entering to find another music book.

   Talk to the monks to learn that there should be a key somewhere
   for the `forbidden library' and that most of the monks have turned
   evil.  If you will look carefully you will see a key lying on top
   of one of the book shelves in the middle of the room. Back up a
   bit and you will see there is some sort of hole in the roof. Now
   walk over to the side of the middle book shelf thing, and press
   <ACTION>, Hellboy will push the shelves so that it is positioned
   right under the hole in the roof.  When you walk outside you will
   see a [HEALTH] next to some window on the roof, so there must be
   some way to get there and get the key too.

   Exit the library and follow the wall towards the right, enter the
   door with the steps in front of it.  You will find yourself in an
   area with a few pigs and a chicken.  Talk to the boy sitting next
   to a door to find out he is hungry.  Walk further along and you
   will come across a kind of pool, press <ACTION> near it to
   discover there is something floating in the small pool.  Walk
   around the fence to the left to find a bag of delicous pig food,
   throw it in the water to get a box with a key in it.

   Exit this area and walk to the other side of the clearing, and
   enter the area with the save point. Unlock the door opposite the
   save point with the box with a key in it, and try to grab the
   [HEALTH].  You will fall through the floor and be cooked by a
   boiler of some kind.  Run towards the right were you will find a
   bucket, take it with you to the fire and <USE> the bucket on the
   water coming out of a pipe to the right of the fire.  Grab the
   [HEALTH] and then press <ACTION> on the pipes to the left of where
   the fire was to climb over them. Walk along and you will be
   attacked by a zombie.  Defeat it with your <FIST> and grab the
   head which is lying on the floor next to a beheaded corpse.
   Follow the corridor and you will enter a room with two tables and
   an oven.  Walk to the other side of the room and get some [HEALTH]
   on the right and a stale bread on a shelf to the left.

   Exit the room and enter the clearing itself, you will notice a
   number of pillars.  Press <ACTION> near a pillar to push it, push
   the three largest pillars around to create a staircase up to the
   roof, and press <ACTION> near the smallest one to climb them.

   On top of the roof grab the [HEALTH] and press <ACTION> to break
   the glass and jump through the window.  Walk over to the key and
   press <ACTION> to take it, walk to the other side and press
   <ACTION> to jump off.  You can now <USE> the key to unlock the door
   in the back of the library.  Walk along the corridor and press
   <ACTION> to talk to the head librarian in the forbidden library,
   he will not let you in because you are not a monk.  <USE> the head
   on the door and the head librarian will let you in.  [SAVE].

======================================================================
3.3.2.  E3 - Library
======================================================================

   Walk up the stairs and take out the evil monks with your <FIST>,
   then walk back to the head librarian and talk to him. Swing your
   <FIST> a few times and the giant monkey will run up to the top of
   the library.  <USE> health if you need it and walk up to the
   monkey to defeat it with your <FIST>.  (Try to push the monkey
   against the wall while punching and it will not punch you that
   often).

   Grab the cross on the floor and you probably want to [SAVE]
   again.

   Talk to the monks back in the library to learn about the
   inquisitor.

   Exit the room and go back to the hungry boy, give him the stale
   bread.  He does not like it very much, so we should find him some
   better food.  Grab the chicken by pressing <ACTION> near it and go
   back to the room with the oven.  <USE> the chicken on the oven. Go
   back to the boy and <USE> the chicken on him, he will open a
   trapdoor right where he was sitting.  Press <ACTION> to enter it.

   You will come across an evil monk, but he is easily defeated with
   your <FIST>, or you can just ignore him and <RUN> along.  If you
   walk along you can find some [HEALTH] on the right somewhere, and
   you will find another evil monk before you walk up the stairs to
   the church (where you will find some more evil monks).  Walk
   straight ahead and enter the door to find a [SAVE] point and a
   coffin.

   First <USE> the cross on the left side of the coffin, then step
   into the sun light and <USE> the shiny plate from the torture
   chamber.  You will assume the mantle of the Rara Avis, which just
   means you get a nice mystic sword.  [SAVE] before you leave.

======================================================================
3.3.3.  E3 - Sacristy
======================================================================

   You will be attacked by the inquisitor, who turns into some kind
   of worm or dragon.  Avoid touching the spikes and the fire in the
   middle of the room, and use the sword to <ATTACK> when he's coming
   out of one of the holes.

   Leave the church through the door you have not been through yet
   and <RUN> to the door to leave the church grounds (or you can kill
   the evil monks if you want).  You will be back at the area with
   the pigs and the boy-who-is-not-hungry-anymore.

   Walk over to the tower grounds and [SAVE].  After saving your
   game, if you walk a bit further you will be attacked by one of the
   bizarre statues in front of the tower.  After you kill it you will
   be attacked by the other statue.

   The best strategy here is to <RUN> towards the small building and
   then pass between the wall and the tree near there.  The creatures
   will not be able to follow you, so you can turn around and
   <ATTACK> them with your sword even though they cannot attack you.

   Enter the tower and grab the [HEALTH] on Hellboy's left.  Walk to
   the end of the room and press <ACTION> to pull the lever to take
   an elevator to the next floor.

   Here you will find a puzzle in the form of 7 levers scattered
   about some strange platforms.  First pull the 2 levers on the
   ground.  Now walk up the steps and pull the lever on that
   platform.  This will raise the platform so you can walk down the
   stairs again and pull the lever on the other platform.  Repeat
   this once more to rotate the final platform, then go back up the
   stairs and repeat the process until you are back on the ground
   near the elevator again.  Pull the two levers on the ground again
   (in the right order), and walk up the stairs to repeat the process
   until you reach the final platform.

   After you pull the lever on the last platform it will take you to
   the tower roof, where your game will be saved automatically.

======================================================================
3.3.4.  E3 - Tower Roof
======================================================================

   Walk up to the monster and <ATTACK> it with your sword.  Just
   ignore his punches and whatnot and <USE> some health when you have
   to.

   After killing the creature Hellboy will catch the amulet and be
   transported back to the present.

======================================================================
3.4.  Episode Four
======================================================================

   Take your gun before you leave the room.  Follow the corridors to
   the room with the statues.  Carefully walk around the statues so
   that they cannot see you (they will come to life and attack you
   with their axe if they do).  Leave the room to go back to the
   asylum.

   Back at the asylum you can climb through the window again, and
   this time grab some red pills and [SAVE].

======================================================================
3.4.1.  E4 - Asylum Recreation Room
======================================================================

   Climb out of the window again and walk towards the garden, before
   going out you will find Herman sitting on a bench.  Press <ACTION>
   to talk to him, and <USE> the red pills on him after that.  Take
   the key and go outside.

   If you try to turn the valves you will find out there is no
   water.  Walk to the gates and press <ACTION> to open them (they
   were locked in Episode Two).  Walk along and use the key you got
   from Herman to unlock the door.  Enter, and press <ACTION> to pull
   the lever next to the desk.  Leave the room and go back to the
   garden.  The lever you pulled has unlocked the small building, so
   enter it.

   In the building, you will see three control panels of some kind,
   and a blood stained table.  On either side of this table is a
   button, first press the one left of the table, then press the
   other one.  Walk over to the control panels and press <ACTION>
   near the left one, Hellboy will read "System Ready".  Then press
   <ACTION> near the middle panel and Hellboy will be captured by two
   mad scientists or something.  Walk over to the last panel and
   press <ACTION> to summon an elevator, enter it.

   Just ignore the switches and whatnot for now, and walk right up
   to a door.  If you try to open it Hellboy will say the water
   pressure is too high.  To fix the water supply for the fountain
   and sprinklers adjust the switches in this room.  Make sure all
   cylinders are `up'.  Also turn the red valve thing next to the
   first switch just in case.  Now, find your way back to the garden
   and open the valves to turn on the fountain and the sprinklers.

   Now you will be able to open the door downstairs.  After you enter
   that door you will find yourself in some kind of pipe, follow it
   and you will come across a bridge which you cannot lower from this
   side.

   Walk along to the right, open the door and walk straight ahead to
   the next door. Enter it and you will be attacked by a 3 legged
   monster, just <RUN> around it and [SAVE].

======================================================================
3.4.2.  E4 - Sewers
======================================================================

   For the rest of this Episode I will refer to the map below:

                      ___
                  ___| __|    S = [SAVE], A = Ammo, # = Door, H = Health
                 |   MB|
                 |_   _|      L = little guy trapped in force field
                   |c|        X = Just don't jump in here, ok?
                   | |        W = Wheel you cannot pass
                   |#|       MB = mother bug
                   | |____    3 = large 3 legged creatures
                   \____  \   c = small annoying bug-like creatures
                        | |   B = Bridge
                   _____| |_____
                  |             |
              ____|  :^^   ^^:  |______
             /  __     hole      ____  \
             | |  |  :..   ..:  |    | |
             | |  |_____   _____|    | |   ________
             | |________| |_____     | |__|      L |
             |  ________   ___  \    \____#___   __|
             | |________| |   | |          ___|#|____
             \__________  |   | |_        |H  3      |
                 _______| |   \__A|       |_____ 3 __|
                /  _______/                 __  | |
     ___________| |   ________________     / A| |W|
    /  ___   ___  |  /  ______   ___  \____| |  | |
    | |   | |   | |  | |      | |   |  ____  |  |#|
    | |___| |   | |__| |______| |_  | |    | |  | |
    \_____  |   \__________   __  \ | |____| |__| |__
          | |___           | |  |A| |  ____________  \
          \___  \          | |______| |            | |
              |c|          \__________/    |#|     |#|    ____
              | |  ___                     |B|_____| |___|    |
              |#|_|H  |                    |  ___#__ __#_  3 S|
              |_      | <---+              |#|      X    |____|
                |     |     |              | |___
                |___S_|     |              \___  \
                            |                  | |
            elevator room --+                  |#|

   First locate "MB" on the map and go there.  While you are running
   through the sewers you will be constantly attacked by annoying
   little bugs, you cannot kill them so just <RUN> along and ignore
   them.

   When you arrive you will see a huge ugly bug-like creature giving
   birth to the annoying little bugs.  Notice that she raises her
   head when she spits out a baby.  Walk over to the head and wait
   for her to raise it.  Use your <FIST> on the baby bugs which swarm
   around you but always stay pointed at the head so you can <RUN>
   underneath it once she raises her head.  Press <ACTION> on the old
   equipment to activate it, which kills the mother bug.

   Now locate the little guy on the map and go to that room.  Walk
   over to the left switch and press it seven times to line up the
   holes in the three discs.  You should now have power on the second
   switch, press it three times to line it up with the bar above it.
   Now walk back to the first switch and press it seven times to line
   it up with the second disc and the bar above it.  Walk over to the
   third switch and press it three times.  The bar should now fall
   into the holes in the discs and release the little guy.

   Exit the room through the door you have not been through yet, and
   grab the [HEALTH] if you think you need it.  Walk towards the
   spinning weel (marked W on the map), avoid the creatures and
   press <ACTION> near the opened plate to stop the wheel from
   spinning.  Pass under it and follow the map to the elevator room.

   (if you have not killed the mother bug the creatures marked "c" on
   the map will not let you pass and you will not be able to reach
   the elevator room).

   Press the switch and grab the [HEALTH] before you [SAVE].

======================================================================
3.4.3.  E4 - Elevator Room
======================================================================

   Leave the elevator room and walk back to the bridge.  The little
   guy will crawl out of the vents and lower the bridge for you.
   Walk over to the other side and open the door.  Now <RUN> along
   the corridors, and avoid the electric sparks by hiding in the
   spaces in the walls.

   After a while you should reach the elevator (the elevator switch
   here does not work, which is why you needed to go to the elevator
   room to raise the elevator).

   Walk along and press <ACTION> to pick up the big wrench at the end
   of the room.  Now go back to the first save point in the sewers
   (the one with the annoying 3 legged creature in the room), after
   you have saved leave the room and have a look at the green pipe
   which is marked "X" on the map.  Press <USE> to throw the wrench
   in the pipe, after throwing the wrench in it is safe to press
   <ACTION> a few times to make Hellboy jump into the pipe.

   Open the door ahead (the one on the right is locked) and walk
   along to find Sara, or is it Kalin?

   Avoid Kalin's blasts and after he has teleported a few times he
   should stay where he is long enough to fight him with your
   <FIST>.  You should not have any trouble killing him this way.
   Grab his staff in the middle of the room before leaving the room.
   (don't forget to press <ATTACK> to try the staff, you will notice
   it will need a little time to recharge after each blast).

   Hellboy will unlock the door to the right, which is Episode Five.

======================================================================
3.5.  Episode Five
======================================================================

   Run along the corridors and shoot the three legged creatures with
   the staff, after a while you should be back outside the asylum.
   Walk over to the other side of the grounds to a gate which was
   locked earlier.  Open it and shoot any zombies you encounter,
   continue to a clearing.  Press <ACTION> near the fence to take the
   sheet music lying there, and turn around to discover a [SAVE]
   point in a corner.

   UPDATE: MailMaster C. wrote me about this part, there was a bug in
   his version of the game:

      "I am in the Town of Zombies, I have to find the sheet music
       paper to pick up the amulet. You say to press ACTION near the
       fence, but there is no sheet music paper."

   Luckily, there seems to be a workaround:

      "I eventually managed to find the sheet music near the
       fence. It was invisible, I had to check every millimeter
       of the fence, and I found it in the corner, near the
       wall, on the opposite side of the SAVE POINT."

======================================================================
3.5.1.  E5 - Town
======================================================================

   Continue to the next clearing to find some [HEALTH] and another
   zombie, this one cannot be killed with the staff. So keep hitting
   him with your <FIST> and he will not have any opportunity to hit
   back.  Enter the huge door with the crosses on either side after
   killing the zombie.

   You will now be back in the Underground Passage of Episode Two.
   Follow it back to the place where you found four stones to put on
   three pillars, there is a [HEALTH] there now.  However the door
   there will not open, so get back to the elevator which leads up to
   the church.  In the church <USE> the sheet music on the organ, and
   press <ACTION> near the door which just opened to take the
   amulet.

   Walk to the back of the church and open the door, you will be
   outside again.  Follow the path and open the wooden doors at the
   end.  You will be attacked by another demonic creature which looks
   familiar.  Press <RUN> while walking backwards to avoid being hit
   by the creature while still being able to shoot at it with the
   staff.  You should be able to kill it fairly easily using the
   method described above.

   You can now walk back to the asylum, but it is still locked, so
   enter the zombie town again.  On one of the trees is a note
   written by Peter (it might have been there the first time too, I'm
   not sure), read it by pressing <ACTION> near it and then continue
   until you reach the Underground Passage again. (you might want to
   save along the way).

   Follow the passage and Hellboy will jump into a portal.

======================================================================
3.6.  Episode Six
======================================================================

   Judging from the horns which grew back, you are in Hell.  Follow
   the path to the first talon.  Closely watch the cycle in which it
   hammers on the ground (it hammers twice, waits a short while,
   hammers again, waits a bit longer, and then it starts over).
   <RUN> underneath the talon when it is safe, and <RUN> along to the
   left.  You will encounter a creature from hell which looks
   remarkebly similar to the zombies which you have seen before, so
   use your <FIST> do defeat it.  Select the staff and press <ACTION>
   to insert it in the pentagram on the floor.  This will paralise
   the first talon and allow you to move along the path.  Repeat this
   for the next three talons.  (the cycle for when a talon hammers and
   when it waits is different for each of them, so watch closely,
   also watch the smaller tentacles closely and you will be able to
   <RUN> by them without being harmed).

   When you have paralised all legs you will be able to reach Sara.
   Walk over to her to end the game.

   Hope you enjoyed it :)

   -- Kuno Woudt <[email protected]>

======================================================================
4. Feedback
======================================================================

   Several people have emailed me with updates on some of the things
   which were not clear to me in the first versions of this FAQ.

   These updates have been included in the main walkthrough, and
   in the "Music Books" section below.  I also recieved an email from
   one of the developers of the game, which probably answers any
   remaining questions, you can find it in the "Developer" section
   below.

======================================================================
4.1  Music Books
======================================================================

   UPDATE: The purpose of the music books is still not entirely
   clear, but several people have written me with suggestions:

      Q: What is the purpose of the music books?

   Lost Johnny writes:

      A: Well, I'm not really sure, but I found out that you can
      <USE> at least the first book with the organ in the church.
      Hellboy will then play a nice little tune (this won't open the
      place where the ammo box is hidden, though) ...
      definitely not essential for solving the game, I'd say. ;-)

   Martin writes:

      I don't know what the first music book is for, when I used it
      at the church organ nothing happened. The second one I couldn't
      use at first, but after I defeated the Inquisitor snake monster
      I used it at the organ and played some rockin' tune after which
      a monk came out of the sacristry  and told me to keep quiet!

======================================================================
4.2  Developer
======================================================================

   One of the developers of the Hellboy game has written me an email
   which clears up many things.  I've snipped a few bits out, but
   here is most of the email I got from Mr. Strange:

   ...

     I thought I'd give a few insights into exactly what we were
     thinking about various bits.

   ...

     1.  Difficult fighting - there were some places where we
         expected folks to fight, and some places where we expected
         them to run.  After reading your FAQ, it became clear to me
         that these distinctions were not clear.  For example, you
         are NOT supposed to fight the Small Kanis after you exit the
         church.  I hope you didn't try to fight him more than once
         or twice, as that fight is essentially impossible.  On the
         other hand, you did not mention the quick way to defeat the
         Giant Kanis at the top of the tower, which is to hit him and
         then run around to his back and strike the large hump there.
         Perhaps you used that strategy and simply did not write it
         up?  If you fought him the hard way, you did quite a bit of
         extra work.

     2.  The man you see who always runs through locked doors in the
         old monestary, and who eventually turns into the giant
         snake-demon is the Inquisitor.  That didn't seem to be clear
         in your FAQ, and to be fair it wasn't all that clear in the
         game.

     3.  That object you use to reflect the light beam is supposed
         to be a shiny shield, not a plate.

     4.  You didn't mention using the music books at either of the
         organs.  Those music books were slipped in the game by a
         rogue designer, so I don't reccommend actually enjoying
         whatever happens.  I cencored the original dialogue, which
         was even worse.

     5.  I was pleased that you figured out the "Get the Small Kanis
         trapped between the tree and the wall" trick.  We used that
         all the time.

     6.  Fun fact, you need not pick up your gun at the start of
         episode 4.  If you do not, the ending battle of that episode
         is slightly different.

     7.  Going backwards, those four stones - that was my puzzle, and
         it has to do with the relative mass of those shapes.  The
         goal is to get all three pillars to the same height.  I'm
         sorry if that didn't work for you.

     8.  When you return to the asylum, and enter the small office to
         unlock the bunker, there are papers which indicate that
         Kalin has been running the asylum in the present day.  That
         was important to me.

     9.  If you have your gun, you can kill the little bugs quite
         easily in the sewers.  Of course, more just come, so it's
         probably not worthwhile.

     10. Since you encourage folks to save before throwing the pipe
         into the gears, why not encourage them to try jumping in
         before they throw?

     11. I'm glad you picked up on the significance of Hellboy's
         horns growing back.

     12. I've made it to the end, and it seems that some folks
         figured out the music books after all.  I'm sorry for them.

   ...

======================================================================
5.  Cheats
======================================================================

   Because I am playing this game for the story - and not the
   gameplay - I have decided to cheat.  Normally I do not enjoy
   cheating in a computer game, but in this case I feel it is a
   neccesary evil :)

   Now that I have finished the game, I can conclude that most fights
   are not at all difficult.  So you might want to try the game
   without cheating - then again, having lots of health can be quite
   comforting :)

   Luckily the savegames are tiny, and it has not been difficult to
   find out where health and ammo are stored.  However these
   locations change with each episode, so i have a made a few batch
   files for save points where you probably need it most.

   For each of the next sections copy the text of the section
   verbatim to a dos batch file (copy & paste it in notepad, then
   choose save as..., find the hellboy save game directory and save
   it as `hell_e2.bat' or `hell_e4.bat', etc... ).

   Then open a dos box and `cd' into your savegame directory and
   execute the appropriate batch file.  This should patch your last
   savegame.  You can also supply a filename on the command line.

   WARNING: this might damage your savegame if you have a different
   version of the hellboy game, it will certainly damage your
   savegame if you use it on a savegame for a different episode.
   So make sure you make a backup first.

   WARNING: the autosaves are special, find a proper [SAVE] point
   before attempting to cheat.

======================================================================
5.1.  hell_e2.bat
======================================================================
@echo off

: Ammo + Health trainer for Episode One and Two of Hellboy.

if %1_==_ goto default
set FILE=%1
goto skip

:default
for %%i in (save*.hbs) do set FILE=%%i

:skip
echo e 4ca > cheat.deb
echo 00 44 >> cheat.deb
echo e 554 >> cheat.deb
echo 63    >> cheat.deb
echo w     >> cheat.deb
echo q     >> cheat.deb

echo patching %FILE% ...
debug %FILE% < cheat.deb > nul
echo done.

======================================================================
5.2.  hell_e4.bat
======================================================================
@echo off

: Use this batch file ONLY for Hellboy savegames at E4 - Sewer.

if %1_==_ goto default
set FILE=%1
goto skip

:default
for %%i in (save*.hbs) do set FILE=%%i

:skip
echo e 4ba > cheat.deb
echo 00 44 >> cheat.deb
echo e 504 >> cheat.deb
echo 63    >> cheat.deb
echo w     >> cheat.deb
echo q     >> cheat.deb

echo patching %FILE% ...
debug %FILE% < cheat.deb > nul
echo done.

======================================================================
6.  GNU Free Documentation License
======================================================================

               GNU Free Documentation License
                  Version 1.1, March 2000

Copyright (C) 2000  Free Software Foundation, Inc.
    59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.


0. PREAMBLE

The purpose of this License is to make a manual, textbook, or other
written document "free" in the sense of freedom: to assure everyone
the effective freedom to copy and redistribute it, with or without
modifying it, either commercially or noncommercially.  Secondarily,
this License preserves for the author and publisher a way to get
credit for their work, while not being considered responsible for
modifications made by others.

This License is a kind of "copyleft", which means that derivative
works of the document must themselves be free in the same sense.  It
complements the GNU General Public License, which is a copyleft
license designed for free software.

We have designed this License in order to use it for manuals for free
software, because free software needs free documentation: a free
program should come with manuals providing the same freedoms that the
software does.  But this License is not limited to software manuals;
it can be used for any textual work, regardless of subject matter or
whether it is published as a printed book.  We recommend this License
principally for works whose purpose is instruction or reference.


1. APPLICABILITY AND DEFINITIONS

This License applies to any manual or other work that contains a</pre><pre id="faqspan-2">
notice placed by the copyright holder saying it can be distributed
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A "Modified Version" of the Document means any work containing the
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A "Secondary Section" is a named appendix or a front-matter section of
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PostScript, PDF, proprietary formats that can be read and edited only
by proprietary word processors, SGML or XML for which the DTD and/or
processing tools are not generally available, and the
machine-generated HTML produced by some word processors for output
purposes only.

The "Title Page" means, for a printed book, the title page itself,
plus such following pages as are needed to hold, legibly, the material
this License requires to appear in the title page.  For works in
formats which do not have any title page as such, "Title Page" means
the text near the most prominent appearance of the work's title,
preceding the beginning of the body of the text.


2. VERBATIM COPYING

You may copy and distribute the Document in any medium, either
commercially or noncommercially, provided that this License, the
copyright notices, and the license notice saying this License applies
to the Document are reproduced in all copies, and that you add no other
conditions whatsoever to those of this License.  You may not use
technical measures to obstruct or control the reading or further
copying of the copies you make or distribute.  However, you may accept
compensation in exchange for copies.  If you distribute a large enough
number of copies you must also follow the conditions in section 3.

You may also lend copies, under the same conditions stated above, and
you may publicly display copies.


3. COPYING IN QUANTITY

If you publish printed copies of the Document numbering more than 100,
and the Document's license notice requires Cover Texts, you must enclose
the copies in covers that carry, clearly and legibly, all these Cover
Texts: Front-Cover Texts on the front cover, and Back-Cover Texts on
the back cover.  Both covers must also clearly and legibly identify
you as the publisher of these copies.  The front cover must present
the full title with all words of the title equally prominent and
visible.  You may add other material on the covers in addition.
Copying with changes limited to the covers, as long as they preserve
the title of the Document and satisfy these conditions, can be treated
as verbatim copying in other respects.

If the required texts for either cover are too voluminous to fit
legibly, you should put the first ones listed (as many as fit
reasonably) on the actual cover, and continue the rest onto adjacent
pages.

If you publish or distribute Opaque copies of the Document numbering
more than 100, you must either include a machine-readable Transparent
copy along with each Opaque copy, or state in or with each Opaque copy
a publicly-accessible computer-network location containing a complete
Transparent copy of the Document, free of added material, which the
general network-using public has access to download anonymously at no
charge using public-standard network protocols.  If you use the latter
option, you must take reasonably prudent steps, when you begin
distribution of Opaque copies in quantity, to ensure that this
Transparent copy will remain thus accessible at the stated location
until at least one year after the last time you distribute an Opaque
copy (directly or through your agents or retailers) of that edition to
the public.

It is requested, but not required, that you contact the authors of the
Document well before redistributing any large number of copies, to give
them a chance to provide you with an updated version of the Document.


4. MODIFICATIONS

You may copy and distribute a Modified Version of the Document under
the conditions of sections 2 and 3 above, provided that you release
the Modified Version under precisely this License, with the Modified
Version filling the role of the Document, thus licensing distribution
and modification of the Modified Version to whoever possesses a copy
of it.  In addition, you must do these things in the Modified Version:

A. Use in the Title Page (and on the covers, if any) a title distinct
  from that of the Document, and from those of previous versions
  (which should, if there were any, be listed in the History section
  of the Document).  You may use the same title as a previous version
  if the original publisher of that version gives permission.
B. List on the Title Page, as authors, one or more persons or entities
  responsible for authorship of the modifications in the Modified
  Version, together with at least five of the principal authors of the
  Document (all of its principal authors, if it has less than five).
C. State on the Title page the name of the publisher of the
  Modified Version, as the publisher.
D. Preserve all the copyright notices of the Document.
E. Add an appropriate copyright notice for your modifications
  adjacent to the other copyright notices.
F. Include, immediately after the copyright notices, a license notice
  giving the public permission to use the Modified Version under the
  terms of this License, in the form shown in the Addendum below.
G. Preserve in that license notice the full lists of Invariant Sections
  and required Cover Texts given in the Document's license notice.
H. Include an unaltered copy of this License.
I. Preserve the section entitled "History", and its title, and add to
  it an item stating at least the title, year, new authors, and
  publisher of the Modified Version as given on the Title Page.  If
  there is no section entitled "History" in the Document, create one
  stating the title, year, authors, and publisher of the Document as
  given on its Title Page, then add an item describing the Modified
  Version as stated in the previous sentence.
J. Preserve the network location, if any, given in the Document for
  public access to a Transparent copy of the Document, and likewise
  the network locations given in the Document for previous versions
  it was based on.  These may be placed in the "History" section.
  You may omit a network location for a work that was published at
  least four years before the Document itself, or if the original
  publisher of the version it refers to gives permission.
K. In any section entitled "Acknowledgements" or "Dedications",
  preserve the section's title, and preserve in the section all the
  substance and tone of each of the contributor acknowledgements
  and/or dedications given therein.
L. Preserve all the Invariant Sections of the Document,
  unaltered in their text and in their titles.  Section numbers
  or the equivalent are not considered part of the section titles.
M. Delete any section entitled "Endorsements".  Such a section
  may not be included in the Modified Version.
N. Do not retitle any existing section as "Endorsements"
  or to conflict in title with any Invariant Section.

If the Modified Version includes new front-matter sections or
appendices that qualify as Secondary Sections and contain no material
copied from the Document, you may at your option designate some or all
of these sections as invariant.  To do this, add their titles to the
list of Invariant Sections in the Modified Version's license notice.
These titles must be distinct from any other section titles.

You may add a section entitled "Endorsements", provided it contains
nothing but endorsements of your Modified Version by various
parties--for example, statements of peer review or that the text has
been approved by an organization as the authoritative definition of a
standard.

You may add a passage of up to five words as a Front-Cover Text, and a
passage of up to 25 words as a Back-Cover Text, to the end of the list
of Cover Texts in the Modified Version.  Only one passage of
Front-Cover Text and one of Back-Cover Text may be added by (or
through arrangements made by) any one entity.  If the Document already
includes a cover text for the same cover, previously added by you or
by arrangement made by the same entity you are acting on behalf of,
you may not add another; but you may replace the old one, on explicit
permission from the previous publisher that added the old one.

The author(s) and publisher(s) of the Document do not by this License
give permission to use their names for publicity for or to assert or
imply endorsement of any Modified Version.


5. COMBINING DOCUMENTS

You may combine the Document with other documents released under this
License, under the terms defined in section 4 above for modified
versions, provided that you include in the combination all of the
Invariant Sections of all of the original documents, unmodified, and
list them all as Invariant Sections of your combined work in its
license notice.

The combined work need only contain one copy of this License, and
multiple identical Invariant Sections may be replaced with a single
copy.  If there are multiple Invariant Sections with the same name but
different contents, make the title of each such section unique by
adding at the end of it, in parentheses, the name of the original
author or publisher of that section if known, or else a unique number.
Make the same adjustment to the section titles in the list of
Invariant Sections in the license notice of the combined work.

In the combination, you must combine any sections entitled "History"
in the various original documents, forming one section entitled
"History"; likewise combine any sections entitled "Acknowledgements",
and any sections entitled "Dedications".  You must delete all sections
entitled "Endorsements."


6. COLLECTIONS OF DOCUMENTS

You may make a collection consisting of the Document and other documents
released under this License, and replace the individual copies of this
License in the various documents with a single copy that is included in
the collection, provided that you follow the rules of this License for
verbatim copying of each of the documents in all other respects.

You may extract a single document from such a collection, and distribute
it individually under this License, provided you insert a copy of this
License into the extracted document, and follow this License in all
other respects regarding verbatim copying of that document.



7. AGGREGATION WITH INDEPENDENT WORKS

A compilation of the Document or its derivatives with other separate
and independent documents or works, in or on a volume of a storage or
distribution medium, does not as a whole count as a Modified Version
of the Document, provided no compilation copyright is claimed for the
compilation.  Such a compilation is called an "aggregate", and this
License does not apply to the other self-contained works thus compiled
with the Document, on account of their being thus compiled, if they
are not themselves derivative works of the Document.

If the Cover Text requirement of section 3 is applicable to these
copies of the Document, then if the Document is less than one quarter
of the entire aggregate, the Document's Cover Texts may be placed on
covers that surround only the Document within the aggregate.
Otherwise they must appear on covers around the whole aggregate.


8. TRANSLATION

Translation is considered a kind of modification, so you may
distribute translations of the Document under the terms of section 4.
Replacing Invariant Sections with translations requires special
permission from their copyright holders, but you may include
translations of some or all Invariant Sections in addition to the
original versions of these Invariant Sections.  You may include a
translation of this License provided that you also include the
original English version of this License.  In case of a disagreement
between the translation and the original English version of this
License, the original English version will prevail.


9. TERMINATION

You may not copy, modify, sublicense, or distribute the Document except
as expressly provided for under this License.  Any other attempt to
copy, modify, sublicense or distribute the Document is void, and will
automatically terminate your rights under this License.  However,
parties who have received copies, or rights, from you under this
License will not have their licenses terminated so long as such
parties remain in full compliance.


10. FUTURE REVISIONS OF THIS LICENSE

The Free Software Foundation may publish new, revised versions
of the GNU Free Documentation License from time to time.  Such new
versions will be similar in spirit to the present version, but may
differ in detail to address new problems or concerns. See
http:///www.gnu.org/copyleft/.

Each version of the License is given a distinguishing version number.
If the Document specifies that a particular numbered version of this
License "or any later version" applies to it, you have the option of
following the terms and conditions either of that specified version or
of any later version that has been published (not as a draft) by the
Free Software Foundation.  If the Document does not specify a version
number of this License, you may choose any version ever published (not
as a draft) by the Free Software Foundation.


ADDENDUM: How to use this License for your documents

To use this License in a document you have written, include a copy of
the License in the document and put the following copyright and
license notices just after the title page:

     Copyright (c)  YEAR  YOUR NAME.
     Permission is granted to copy, distribute and/or modify this document
     under the terms of the GNU Free Documentation License, Version 1.1
     or any later version published by the Free Software Foundation;
     with the Invariant Sections being LIST THEIR TITLES, with the
     Front-Cover Texts being LIST, and with the Back-Cover Texts being LIST.
     A copy of the license is included in the section entitled "GNU
     Free Documentation License".

If you have no Invariant Sections, write "with no Invariant Sections"
instead of saying which ones are invariant.  If you have no
Front-Cover Texts, write "no Front-Cover Texts" instead of
"Front-Cover Texts being LIST"; likewise for Back-Cover Texts.

If your document contains nontrivial examples of program code, we
recommend releasing these examples in parallel under your choice of
free software license, such as the GNU General Public License,
to permit their use in free software.

======================================================================
7. EOF
======================================================================