H
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R E C K O N I N G
"Hunter: The Reckoning" FAQ for Xbox, Version 100% Complete
Written and copyrighted by Erin Czerniak, 2002
Contact me at:
[email protected]
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Version History:
August 20, 2002
Sat down with a cherry Coke and some Cracker Jacks and started this FAQ
at around 1a.m. Insomnia? I have no idea what you're talking about...
August 22, 2002
Started filling in more of the walkthrough; everything else is pretty
much complete, plan to add more on enemies, and possibly a Boss section
later.
August 24, 2002
Filled in some more of the walkthrough, and added a few enemies and the
boss section to the FAQ.
August 26, 2002
Finished the Walkthrough and Boss Sections. I believe the FAQ is
finally complete...for now.
August 27, 2002
Edited some slightly inaccurate info on Level 8, Sewers 2. Also added
some more on the Boss Section for the Warden.
August 31, 2002
Added a few things in the Hints Section.
September 17, 2002
Confirmed the Glyphs cheat, thanks to *all* the readers who have sent
in tips so far!
October 5, 2002
Got absolutely sick and tired of having to scroll up and down all the
time, so I added the clickable Table of Contents for easier viewing.
(May not be available on all sites.) Thank goodness for bookmarks! :)
October 15, 2002
Added a few miscellaneous tips and hints on levels 18 and 19, and
Invincible Creatures Cheat in Tips Section.
November 28, 2002
Happy Holidays! Added a few Boss tips, and still trying to figure out
that Invulnerable Cheat, maybe someone at High-Voltage can help us out?
December 29, 2003
Finally got around to completing this FAQ (a year later) and by the
way, there is NO INVULNERABLE CHEAT. Several people have written to
tell me this, and I have confirmed it myself from the game makers
website. They had planned to make a cheat but never put it in. I have
also had a few tips sent to me that got lost in my email stack when I
moved :( If you sent in a tip and didn't get credited for it, you can
re-email me and I will give you credit in the FAQ. Sorry for any
inconveniences!
Any information or tips you want to send me *will* be credited in this
FAQ. Thanks for reading this!
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TABLE OF CONTENTS:
I. Story
II. Game Menu
III. Controls
IV. Hunters and their Attributes
V. Edges
VI. Glyphs
VII. Combat
VIII. Weaponry
IX. Enemies
X. Walkthrough
1. Subway Station
2. Streets
3. Playground
4. Graveyard
5. Church
6. Catacombs
7. Sewers 1
8. Sewers 2
9. Front Yard
10. Meal Hall 1
11. Main Yard 1
12. Mansion Exterior 1
13. Mansion Interior 1
14. Mansion Exterior 2
15. Main Yard 2
16. Cell Block 1
17. Cell Block 2
18. Hospital Roof
19. Hospital Interior 1
20. Hospital Interior 2
21. Morgue
22. Sewers 3
23. Machine Shop
24. Death Row
25. Main Yard 3
26. Meal Hall 2
27. Main Yard 4
28. Mansion Exterior 3
29. Mansion Interior 2
30. Attic
XI. Bosses
XII. Codes, Hints and General Strategy
XIII. Credits
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I. Story
Ashcroft's Evil Institution (from the game manual)
There were only two places to work in Ashcroft: The railroad and the
penitentiary. Since the 1920s, the town centered on the large prison.
The people didn't know that for over 50 years, the prison was under the
control of vampires. The warden himself was turned into a creature of
the night and the center of power was secure. Since then, the prison
has become a feeding ground and the inmates no more than cattle. Those
unfit to be fed on are subject to horrific acts of torture and
experimentation. Such actions cannot be forgiven, and the vengeful
spirits of the inmates soon rose from the dead and lashed out at the
living. The vengeful spirits were eventually subdued by greater powers,
and the vampires regained control of Ashcroft Penitentiary.
When convicted murderer Nathaniel Arkady was subjected to capital
punishment by electrocution, the renegade ghosts were freed from their
bonds and once more wreaked havoc on the prison. Four people, brought
to the Scene by circumstance, were witnesses and at that moment their
normal lives ended. They pushed back the onslaught of angry spirits and
locked the doors of the penitentiary. The prison was shut down, and the
town of Ashcroft became a shadow of its former self.
Ashcroft now stands at the brink between the world of the living and
the dead, and someone or something is toying with the balance. An act
of chance freed the spirits from the prison, and their hatred has been
unleashed on the entire town. Nothing is as it seems and it is up to
you to save them all.
YOU ARE THE RECKONING.
I'm sure you get the general idea; you're the good guy, and everyone
else (except for the cowering innocents) is the bad guy. The innocents
never seem to be very grateful when you save their lives either... but
it's all in a day's work when you're hunting down evil. Mwa-ha-ha.
Back to Table of Contents
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II. Game Menu
1. New Game
-Starts a new game.
2. Continue
-Continues from a saved game.
3. Options
-Audio/Video (Change Music, Speech, SFX and Brightness)
-Control Options (Choose from the Default setting to 5 Alternative
methods)
-Gameplay (Toggle Controller Vibration, Show Blood, and Friendly Fire
settings)
4. Special Features
-Credits
-Coma Video
-Intro Video
-Alternate Hunter Mode (Will be locked until completion of the game)
-Nightmare Mode (Also locked)
Back to Table of Contents
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III. Controls
1. Pressing the Start button during gameplay will bring up the
following menu:
Resume - Takes you back to gameplay.
Options - Audio/Video, Control Options, and Gameplay.
Character Stats - Keeps track of your Experience points, and shows your
Edges, Weapons and (surprise!) your characters' stats.
Game Stats - Tracks your kills and rescues, for each innocent you
rescue you receive a Life, or Continue. Also lists current level
Objectives.
Restart - Restarts you at the beginning of current level.
End Game - Ends game.
2. Movement: Default Controls (You can change these configurations in
the Game Options menu. I prefer "Alternate 1" because you can click on
the thumbsticks to jump and attack.)
Move Character - Left Thumbstick
Aim Character/Weapon - Right Thumbstick
Walk Backwards - Press the Left Thumbstick in any direction and press
the Right Thumbstick in the opposite direction.
Strafe - Press the Left Thumbstick in any direction and press the Right
Thumbstick at a 90-degree angle from the position of the Left
Thumbstick.
Left Trigger - Jump
Roll - While Strafing, pull the Left Trigger
3. Weapons Controls: Default
X Button - Scrolls through available Basic Weapons
B Button - Scrolls through available Special Weapons
Y Button - Scrolls through available Edges
A Button - Switch or Reload weapons, or activate Edge
Right Trigger - Fire, Switch or Reload weapons, or activate Edge. You
can also perform Combo attacks with your melee weapon by continually
pressing the Right Trigger. Combo attacks will be discussed in the
Weapons Section VII.
White Button - Reloads weapon (You can also use the A button or
continue pressing the right trigger)
Black Button - Taunts monsters
*The A Button is also the Action button. You can use it to open doors,
and also to read glyphs and talk to townspeople, which will be
discussed in Section VI.
**The Directional Pad controls the camera angle, more or less. There
are five levels of zoom. Pressing up on the directional pad zooms the
camera in. Pressing down zooms the camera out. When playing single
player, you can press left to completely expand your view, and pressing
right will bring the camera in as close as you can go.
Back to Table of Contents
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IV. Hunters and their Attributes
There are four characters from which you can choose: Avenger, Defender,
Martyr and Judge. Each character has different skills and attributes,
and each starts off with a melee weapon and a ranged weapon with
unlimited ammo and one Edge, which is listed first below.
1. Creed: Avenger
Name: Spenser "Deuce" Wyatt
Height: 7'0
Weight: 310
Age: 35
Weapons: Battle Axe and Lever Action Rifle
Edges: Cleave, Smite & Ward
2. Creed: Defender
Name: Samantha Alexander
Height: 5'9"
Weight: 120
Age: 29
Weapons: Katana and Magnum Revolver
Edges: Rejuvenate, Ward & Demand
3. Creed: Martyr
Name: Kassandra Cheyung
Height: 5'2"
Weight: 105
Age: 19
Weapons: Twin Daggers and Dual Auto-Loading Pistols
Edges: Demand, Retribution & Burden
4. Creed: Judge
Name: Father Esteban Cortez
Height: 5'1"
Weight: 175
Age: 45
Weapons: Crusader Sword and Crossbow
Edges: Word of Power, Burden & Rejuvenate
Character Attributes:
Strength - Amount of additional damage the Hunter does during melee
combat.
Accuracy - Amount of additional damage the Hunter does during ranged
combat.
Speed - How quickly the Hunter moves.
Conviction - A Hunter's dedication to the hunt. Conviction is used to
activate Edges.
Stamina - A Hunter's damage resilience
Strength and Accuracy can be improved throughout the game by activating
certain glyphs, which is discussed in Section VI. (There is also a
Glyph cheat for certain versions of the game, discussed in the Hints
section)
Here is a table with each of the characters' attributes for comparison
out of a five-point scale.
Avenger Defender Martyr Judge
__________________________________________________
Strength 2.5 2.0 1.0 1.5
Accuracy 2.0 2.5 1.0 2.0
Speed 1.0 2.0 3.5 1.5
Conviction 1.0 2.0 2.5 3.0
Stamina 1.5 1.5 1.0 1.5
Obviously, some characters will be faster than others, or will produce
more damage in a melee attack than they might by using their ranged
weapon.
You will have to develop different strategies for gameplay depending on
whether you are fighting alone or with companions.
Remember that you only start out with one Edge, and you won't gain the
third and final Edge until you are well into the game.
There are several Strength and Accuracy Glyphs throughout the game, so
if you have teammates, you may want to bolster Martyr's Accuracy stats
rather than the Defender's, and Martyr isn't very strong either, but
she can run circles around a throng of zombies for excellent melee
skills.
Your attributes will improve as you level up throughout the game. The
amount of Experience points and Rescues you get depends on how many
Hunters are in the game.
If a Hunter dies during the game and doesn't press Start to continue
within ten seconds, that Hunter will lose ALL its Exp and will have to
start all over again with only one Edge.
Back to Table of Contents
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V. Edges
Each Hunter starts off with one Edge at its lowest level of power. As
the Hunters advance, they gain up to three Edges, and the powers of
each Edge increases -- up to three levels. (I finished the game with
two Edges at level three, and one Edge at level one.)
As your character grows in experience, his/her skills will increase,
and new Edges will become available. You gain a new Edge or level up on
an existing Edge every time you defeat a Boss.
1. Cleave/Picture of Axe
-Imbues the Hunter's weapon with raw power, greatly increasing the
damage the weapon does in combat. Cleave only affects hand-to-hand
weapons and when activated, causes the weapon to burn with a
supernatural power. The strength of this Edge increases as the Hunter
gains experience.
2. Smite/Picture of Fist
-Unleashes a powerful wave of damaging energy that radiates out from
the body in a 360-degree arc. All creatures of darkness caught in the
wave will be damaged, often being thrown back by the powerful show of
force. As this Edge becomes more powerful, the amount of damage
increases.
3. Ward/Picture of Body stretching out Arms
-Creates a barrier between the Hunter and beings tainted by evil. The
summoned barrier surrounds the Hunter and prevents weaker creatures
from making physical contact. Stronger monsters may brave the barrier,
but will suffer damage as a result. As the Hunter gains experience, the
radius of this Edge increases, allowing other Hunters to become
protected as well.
4. Burden/Picture of Weighing Scales
-Passes judgment on the evil near the Hunter. Creatures of darkness
caught in the radius of this Edge are frozen where they stand as the
weight of their misdeeds rushes over them. As the Hunter increases in
power, Burden affects a larger number of creatures in its area of
effect and will hold them for a longer period of time.
5. Word of Power/Picture of Lightning Bolt
-Focuses the power of goodness and purity into a weapon against evil.
When a Hunter utters the word of power, it extends forth on a cone of
light. Creatures caught in this purifying glow suffer terrible injury.
The more powerful this Edge becomes, the more damage it delivers.
6. Demand/Picture of Pointing Finger
-Boosts the Hunter's physical speed and performance to super-human
levels. A Hunter who activates demand can attack at great speed and do
additional damage, but must pay for this advantage through a loss of
conviction and health. Both the speed effect and the amount of damage
increase as the Edge becomes more powerful.
7. Retribution/Picture of Skull
-The Martyr's personal form of revenge. When the Hunter activates this
power, all creatures that inflict damage on the Hunter suffer a portion
of that damage reflected back upon them. As the Martyr gains power,
Retribution delivers increasing damage to those who strike her.
8. Rejuvenate/Picture of First Aid symbol
-Calls forth the power to heal. When the Edge is activated, the Hunter
receives a boost to his/her current health. At higher levels, any
Hunters nearby are also healed.
Back to Table of Contents
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VI. Glyphs
There are six different kinds of Glyphs, which can be activated by
standing on or near the glyphs and pressing the A Button.
Glyphs can have multiple charges; so multiple Hunters may use the same
Glyph. When a Glyph runs out of power, its glow will disappear.
After typing the word Glyph several times, it will start to lose all
meaning, and it suddenly begins to look as if it were spelled
incorrectly.
1. Health
The Health Glyph regenerates the Hunter's Health, represented by the
red bar on your screen. This Glyph can be used four times before it
loses power, so if you have multiple Hunters, ration them wisely. After
leveling up a few times, it may not even heal you completely, so having
a Defender in your party that can heal from early on might be a good
idea. The Health Glyph looks like a plus sign with a diamond in the
middle. (Health can also be regained when fighting creatures, sometimes
they leave behind red and blue spheres, and these are most powerful
when the glow is brightest. It doesn't heal as much as the Health
Glyph, but it helps when you fight hand-to-hand with creatures that may
get in an attack or two before you can kill them off.)
2. Conviction
The Conviction Glyph regenerates the Hunter's conviction, represented
by the blue bar on your screen. This Glyph can also be used four times
before losing power, and looks like the letter "E." (Conviction can
also be regenerated with the little blue spheres that creatures leave
behind after they've been killed.)
3. Strength
The Strength Glyph gives the Hunter a permanent Strength increase. This
Glyph is a line with two arms coming out at angles, almost like a cross
with the arms angled down a little. Gives the Hunter a half-bubble
increase, and has only one charge, so use it wisely.
4. Accuracy
The Accuracy Glyph gives the Hunter a permanent Accuracy increase. This
Glyph looks like a plus sign with a circle in the middle, not to be
confused with the Health Glyph (I've been fooled before, and you don't
know how mad you can get until you realize that you didn't find a
Health Glyph when you really need one, and instead your accuracy gets
improved.) Gives the Hunter a half-bubble increase, and also has only
one charge, so use it wisely.
5. Information
Activating the Blue Information Glyphs gives the Hunter additional
facts about the environment and clues about the game. Information
Glyphs are bracket-shaped and have unlimited charges, although they
don't actually improve any character stats. Sometimes innocents or
other bystanders will be standing on Information Glyphs. You may talk
to them by activating the blue Information Glyph with the A Button. (I
have noticed that sometimes bystanders will only repeat a piece of
information once, and if you activate them again, they will tell you
something else, or tell you to get a move on. I'd recommend asking them
more than once, just to see what they say. You'd think if they saw you
fighting zombies and vampires in front of them that they would have the
sense to get out of there themselves, but whatever...)
6. Exit
Activating a green Exit Glyph allows the Hunter to exit the environment
and progress to the next one. This bracket-shaped Exit Glyph will not
be activated (it glows green when activated) and is a white outline
until the level's mission has been completed. However, once you
Activate it with the A Button, you will not have the opportunity to go
back to that level unless you want to start over, so make sure you have
recharged Health and Conviction as much as possible, and stock up on
weapons before moving on to the next level.
Back to Table of Contents
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VII. Combat
In addition to your Edges, your character also has basic and special
weapons. Each character starts off with a melee and ranged weapon with
unlimited ammo, and can pick up any of the weapons along the way.
Certain weapons are more useful against creatures than other weapons,
which will be covered in the Enemies Section.
1. Combat
There are two basic types of combat in Hunter: Melee and Ranged. Each
Hunter begins with a basic melee weapon (axes, swords and knives) and
one ranged weapon (pistols, rifles and crossbows). These basic weapons
are unique to each Hunter. For instance, the Avenger Deuce carries a
Lever-Action Rifle and a Battle Axe, while Samantha the Defender
carries a Katana and a Magnum Revolver.
2. Melee Combat
There are a variety of melee attacks, including combos, jumping
attacks, running attacks, 180-degree sweeps, and 360-degree sweeps. You
can select your melee weapon by cycling through your basic weapons with
the X Button and activating it with the A Button or Right Trigger.
3. Basic Attack
To attack the baddies and destroy objects, simply point your Hunter in
the direction of your target using the Left Thumbstick or aim with the
Right Thumbstick, and pull the Right Trigger to attack.
4. Combo Attacks
Pulling the trigger three times will send you into a combo attack. Once
you are doing a combo, make sure you keep aiming with the right
Thumbstick, otherwise you can leave yourself open to attacks from the
sides and behind you if you are surrounded by creatures.
Each subsequent strike in the combo does additional damage to your
opponent.
5. Lunging Combo Attacks
By pulling the left trigger during a combo, your Hunter will do an
additional lunging or jumping attack. To pull off the lunge attack, use
the jump button as the third strike in the combo. (right trigger, right
trigger, left trigger)
6. Sweep Attacks
By holding and then releasing the right trigger, your Hunter will
perform a thrust and 360-degree sweep attack. Wonderful for when you
need some "personal space."
7. Running Attacks
Basic and Combo attacks can only be performed when your Hunter is
stationary. To initiate a running attack, useful when dodging bullets
in a melee situation, push the left and right Thumbstick in the same
direction while pulling the right trigger. If you're extremely
coordinated, you can even attack to the left or right as you're
running, although pulling too far in either direction may cause you to
stop running and start a stationary attack, so be careful.
8. Airborne Attack
While airborne, your Hunter can also do a diving attack on any nearby
enemy. To trigger this strike, simply pull the right trigger on the way
down from a jump or when falling from a higher location. Your melee
weapon must be drawn for this to work, and you must activate the
airborne attack after peaking with your jump. (In other words you can't
be on the way up when you pull the Right trigger)
9. Ranged Combat
Pretty straightforward here, you cycle through basic weapons with the X
Button, and your special weapons with the B Button, select with the A
Button, Aim and Fire!
Back to Table of Contents
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VIII. Weaponry
1. Double Barrel Shotgun - Delivers a short-range volley, can fire
twice before reloading
2. Riot Shotgun - Pump-action, holds eight rounds
3. Combat Shotgun - Semiautomatic; also holds eight rounds
4. Machinegun - Lacks accuracy, but can fire up to 32 bullets at a
time
5. Assault Rifle - More accurate at long-range, holds thirty rounds
6. Bull-Pup Assault Rifle - You'll make friends with this lightweight,
thirty-round little miracle
7. Chainsaw - Fun, but ultimately inadequate, and runs out of fuel
fairly quickly
8. Flamethrower - Hit your enemies and watch them stop, drop and roll.
It's a fuel-guzzler, but you can control it with short bursts that keep
them on fire for a few seconds, and then hit 'em again if they still
want more.
9. Rocket Launcher - Slow to reload and holds one at a time, and you
can also kill your teammates if they get in your way. Why do you love
it so much? 'Cause sometimes you need a rocket launcher to get the job
done right.
Back to Table of Contents
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IX. Enemies
**Please note that I take a lot of liberties with the names I give to
these enemies. Some of them are correct, and some of them are obviously
made up (like the Hulks) because I can think of no better way to
describe them, so if anyone knows the proper names for these creatures,
feel free to write me and let me know so I can edit this section.**
Zombies/Shamblers - the last of the three types of Zombies. What are
the other two types? Not sure exactly, but I know you wouldn't want to
meet any of them in a dark alley unless you had a loaded gun. These
usually take a hit or two to kill, and they are determined to mess with
you, so stay out of their grasp. Even if you shoot off the top half,
the bottom half can still kick you. Zombies also tend to respawn a few
times, usually in clusters, so if you're going in to collect a red/blue
sphere, be careful one doesn't materialize nearby to swipe at you.
Worth 5 experience points.
Skitters - If you've played Halo, these little critters are reminiscent
of the Flood. They like to sneak up on you and explode, which
invariably takes a chunk off your Health meter. Shooting them from afar
is the best defense, and shooting them in a group will usually cause a
few of them to blow up at once, saving you the trouble of using more
bullets. Sssh, do you hear a skitter?
Worth 3 experience points.
Gargoyles - They come to life after you get near them, and Machinegun
is probably the easiest way to take them out. Attacking with your sword
from the side seems to work pretty well too, because it keeps them off-
balance.
Blue Specters - They're blue and float in the air, and they like damp,
smelly places. They hurl one to three blue orbs at you that can take
off Health or Conviction. In later levels such as the Cellblocks, they
hang from nooses and their shots are pretty easy to avoid if you have
some space to strafe to the side, and you can kill them with several
shots.
Rats - They look like the New York variety to me, and if they get close
to you they can emit this foul gas cloud that makes you cough and
unable to use a weapon for a second or two.
Dogs/Wolves - There are also blue spectral wolves that are ice-
breathing mongrels that can chase you down pretty quickly. If you have
to run, try to run backwards while pumping a few rounds at them to slow
them down.
Crocodiles - Seen in the sewers, they have a nasty bite, so don't get
too near them. Not *too* hard to kill though.
Hulks - Great big things that look very deformed and usually are much
bigger than you are. Kinda flesh-colored, they usually run pretty fast
and can hit pretty hard, sorta like the neighborhood bully. Run and
shoot, need I say more?
Flesh-Crafted Raver - You find these once you get into the Ashcroft
Penitentiary. They're white and misshapen, with one arm much larger
than the other, and they can spew this corrosive green acid stuff. They
often respawn one at a time though, so make sure you don't leave any
behind.
Vampires - These creatures of the night don't like daylight, so try to
stay in well-lit areas if possible. Fire and wood hurt them more than
bullets, so the Judge's crossbow is excellent, and direct sunlight is
lethal. They'll try to suck your blood, so keep your distance. These
are the ones that Mom warned you about.
Tentacles - You don't see these too often, but they are black and can
whip you for a decent chunk off your Health meter. A few good whacks
with your Axe or Sword should be enough to sever them, or play it safe
and shoot from afar.
Misc. Creatures - There are other creatures that shoot you with bone
arrows or something of the sort, these types of creatures can often
take major hit points from you, so if they start to appear you should
concentrate on getting them first before zombies, etc. The zombies may
hit you a few times before you can get around to blowing their heads
off, but they take off less damage than most of the creatures you'll
face. Creatures often regenerate in the same spot more than once, so
keep walking around to spawn and kill as many of the undead as you can.
It's good for the experience points. Certain creatures are more
vulnerable to certain types of attacks than others. Remember that
light, fire, and wood are always your friends, i.e., the crossbow,
Flamethrower. When fighting slow-moving bosses, a rocket launcher can
take off a lot of health if you can get a clear shot. Basically, if you
find that a certain weapon seems to be inadequate, switch to another to
see if it is any better.
..More to come
Back to Table of Contents
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X. Walkthrough
(This walkthrough will be as complete as I can possibly make it. The
difficulty in writing this walkthrough so that you can understand it
will be in telling you which direction to go since the camera angle
isn't really fixed. There is no true North, so I will try to give
directions relative to landmarks in the different stages, with complete
descriptions of your surroundings, so bear with me. It would be nice to
figure out a way to make maps for the levels, but until then I will
just try to make this section as thorough as possible.)
Also, you may find more or less innocents than I describe, it all
depends on the number of Hunters in the game. The number of weapons and
locations seem to pretty constant, as well as Glyph locations, but feel
free to let me know if I'm incorrect on something in here.
Back to Table of Contents
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
1. Subway Station
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Enemies Encountered: Zombies
Weapons Possible: Machinegun and Double-barrel Shotgun
<Scene of Arkady's execution>
Loads level
<Scene in subway station>
"This is Bookworm_55. Witness1 asked me to help you get through this
alive. When using the default control setting: walk up to each blue
glyph and press A, the Action button."
OK, you are now ready to fight the forces of evil. You will see the
first of the Hunter-Net Updates in the game, telling you to walk up to
each electric blue Glyph and press the A Button. Press A to continue to
start looking for the eight Glyphs.
You're standing on a train platform facing the tracks, with a blocked
staircase behind you on the left and a small office to your right. If
you go to your immediate left, you should find a Machinegun, the first
of your Special Weapons. You can cycle through these weapons with the B
Button.
By now, a Zombie or two might have wandered over in your general
direction, so go ahead and take them out, and then turn your attention
the little office in the middle of the platform. You should see a Blue
Information Glyph (#1) there, and you may have noticed another one on
the pillar to the left of the office (#2).
Open the door to the office, and go activate the computer with A once
you're inside for a Hunter-Net Update.
You should see another small office just ahead with a Blue Glyph (#3)
which tells you about the Directional Pad, and another Glyph on the
pillar again on the left (#4) telling you how to scroll through
weapons.
Check the computer terminal in this office for another Update, kill
some more Zombies, and notice that off in the distance a poor man looks
like he's being beaten down by some undead creatures, so go ahead and
run to his aid.
<Scene with transit worker, A.K.A. Cletus, the slack-jawed yokel>
Essentially you're looking for some slave labor to help fix the train,
and he thinks it'll take at least 50 people, but you've saved your
first innocent, and thus gained your first continue in the game. (I
recommend hoarding these as much as you can to save them for the bosses
later on that can kill you faster than you can say Sam Raimi...)
Anyway, finish killing off these Zombies however you like, build up
your experience points, and start looking for the rest of the Glyphs.
You also may have noticed the Zombies sometimes leave little glowing
spheres of light, either blue or red, after they die. These will
replenish small amounts of your Health and Conviction, and are most
powerful when snatched up right away, but Zombies have a habit of
appearing right as you get to that red Health sphere and they'll whack
you, often taking off more Health than the sphere was worth, so be
careful.
Your next Glyph should be right next to where the man was crouching, on
the left pillar (#5), which leaves three to go.
Glyph (#6) is three pillars up from you on the left again, and by now
you should see the last two Glyphs ahead of you on either side of the
staircase. Talk to the Bystander about the Green Objective Glyphs, and
then pick up your shotgun and activate the left Glyph (#7) that tells
you weapons have been left for you in the town.
Go the to last Blue Glyph to the right of the staircase, notice the
Green Glyph in the middle of the staircase does not turn green until
you activate the last Glyph (#8) on the pillar, the one explaining
about the Orange Health Glyphs. It's hardly a surprise that a Health
Glyph would just happen to be right next to you, so heal up and make
sure it said your Objective was complete, and move on to the next
level.
By the way, it will not let you use a Health Glyph if your Health meter
is full.
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2. Streets
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Enemies Encountered: Skitters, Zombies, Gargoyles
Weapons Possible: Machinegun and Shotgun
"The town thinks this is just a riot. They justify what they can and
deny everything else. Send at least 5 innocents back to help fix the
train."
This is your first time seeing a Skitter; shoot them quickly before
they can explode near you causing you to burst into flames. Here, glass
windows can be shot out, and cars will explode if you put enough
bullets into them (only the ones that don't already look burnt out) and
this is useful if a bunch of Zombies start milling around, you can
damage them with the explosion.
You start off looking towards a green car ahead on the right (this is
one of the cars that you can shoot) and the subway from where you just
came is on your left. Turn around behind you and go back a little ways
to find a shotgun, the first of your five innocents, and a whole lotta
Zombies.
Do what you need to do, and then start going back towards the car
again. You may want to blow it up when you're well out of the way. To
the right of this car there is a shotgun on some steps. Now the street
goes to the right, but there are several cars blocking your way.
Go to the upper left corner first for a Machinegun, a Health Glyph is
in the middle of the sidewalk, and your next innocent (#2) is a little
to the right near the cars.
After you save her, another Scene occurs where she tells you she's
looking for Kaylie, and you tell her you'll look for her, much to your
dismay later on in the game. Another ton of Zombies will appear, so
fight your way through them past the lined cars, and look for a speed
limit sign (20 mph) coming up on your right.
A little past this sign to the right on some stairs you should see a
Machinegun, and almost directly across from it on the left is another
shotgun. There is another shotgun further up on the right, past the
Ashcroft movie theater where you can catch "Samurai For An Eye 2" if
you haven't already seen it.
In this area you'll encounter a lot of zombies, I wouldn't recommend
trying to run your way through, because they'll all gang up on you, and
that could be bad. A good place from which to defend yourself from
getting hit is up on the left side back near the cars where there's
some stairs going up, and then a walkway and then some stairs leading
back down. Not many of the Zombies can figure out how to climb the
steps, so you're pretty safe here shooting over the rail at them or
when they start coming up the stairs.
After you clear your way through this part of the street, the road will
open up into a four-way intersection with a gas station on your left.
Do this in whatever order you like, but I'm going to recommend going
around this area in a counterclockwise fashion because there really
isn't much to do up on the right and you can clear it quickly.
On the right, watch out for Skitters, as you may encounter a few more
in this area. Over by the burning rubble next to the building is
another Machinegun, so don't be afraid to spray a few rounds in to the
crowd to keep them off your back. When you go over by the gun, a few
more Skitters may jump out at you, so be ready for them.
Go straight ahead through the intersection to where the train has
derailed for another shotgun, and you may have noticed a red truck on
the left, behind that is another innocent (#3) to save. (You can also
blow up this truck if you want)
Now you have finished this area, so go back towards the gas station.
If you look on the left side of the building there is another innocent
(#4), and you may have noticed on the top of that building there is a
Machinegun. To get up here you have to shoot out the red truck on the
other side of the building, so run back around to the side with the gas
pumps.
Make sure you don't shoot the gas pumps when you're standing next to
them, because surprise! They tend to explode when shot at. Use these to
your advantage; try to get a lot of zombies spawned before you set them
off. There is another green car here that can explode as well. (This
game is an arsonist's dream, isn't it?)
You can get the Machinegun on top once you shoot out the truck by
jumping on the hood to get on the top of the truck's roof, and then by
jumping onto the roof of the gas station.
You may notice a dumpster in the upper left with another Machinegun in
it, so get that and continue going down the street past the green car
on the corner in front of the gas station. Watch out for more Skitters,
and up on the right side of the street you'll see a Bystander with a
Machinegun to her right. She'll tell you that there was a little girl
being chased by something, and they went past the prison. We're
assuming this is Kaylie, but first we want to check out the little side
alley on the left.
You may have noticed a blue Glyph on the wall here, so go down this
alley, kill any Skitters and Zombies you see, and rescue another
innocent to complete the Bonus Objective. There is also a Health Glyph
and a shotgun in the dumpster.
Go back out to find that you've triggered a whole lotta Zombies, use
the sidewalk on the left to keep them from rushing you all at once. You
can even shoot them over the railing, and they're too stupid to realize
that they could get to you if they tried.
Once you've cleared out the area, go past the cars to the next
intersection, with another red truck sitting in the middle of it.
Before reaching the intersection, you'll see a shotgun on the left in a
doorway and a Machinegun on the right at the corner in front of Bob's
Diner. Go ahead and go left for now, midway down the street on the left
is a shotgun.
Right before you get to the two shot-out cars on the left, there is a
Machinegun in the doorway. If you go towards the rubble in the back,
there's four more Skitters, so watch out for those, and use the Health
Glyph if you need it.
Now you may have noticed an innocent cowering on the other side (or
both sides sometimes) of the fence. To get over there, you need to go
back towards the intersection with the truck in the middle, and there
will be a break in the fence that lets you go right, or left towards
the innocent.
Also notice the two Gargoyles sitting on either sides of the fence that
come to life once you try to get past them. Watch out for their pounce
and that tail of theirs! They're not too hard to beat however, and they
move rather slowly, so once you defeat those guys, read the blue
Information Glyph next to the locked door. Now work your way down the
path on the left, there are about three areas where the Zombies
respawn, and go all the way down to save the innocent and refill your
Conviction using the Glyph shaped like an E.
When you start back on the right side of the path, three more Gargoyles
will appear along with four Skitters, and then another three Gargoyles
at the end for a total of six. (Besides the two at the fence) Skitters
may respawn a few times, so be careful of those, as they can pack quite
a wallop.
You should find another innocent up here and a Health Glyph, and you'll
notice a lot of Zombies spawning on the other side of the fence. If
you're playing with the Judge Hunter, you can use Word of Power on them
from across the fence if you want to take out a few early on.
Go back down the path (and watch for respawns of the Skitters!) and
around the fence to the intersection and kill off the horde of Zombies.
You can let them come at you one at a time by waiting in front of the
cars. There's a Machinegun in the upper right corner, and once you get
that and use any Health/Conviction Glyphs that you need, go ahead and
press A on the Green Exit Glyph to get outta there!
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3. Playground
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Enemies Encountered: Zombies, Skitters, Gargoyles, Playground Boss
Weapons Possible: Machinegun and Shotgun
"There's an elementary school nearby. Kaylie might be hiding there.
You'll have to clear out a lot of monsters if you expect the girl to
show up."
As soon as you press the A Button, you will be surrounded by Zombies. I
wouldn't recommend using all your Special Weapons ammo, because this
will be where you encounter your first boss to fight. Try to run
circles around them killing them off melee style or with your standard
ranged weapon. You're basically in a big open space, and there's a
Machinegun near where you started out, in a corner to the right of the
fence. The dumpster on the left can be a good place to kill Zombies
from as well. This fence has a gate in the middle and a break in it all
the way at the end, so ignore the gate and go to hole at the end.
You'll probably notice a burning school bus in the upper left corner;
there is a shotgun and a Health Glyph in front of it.
When you go in, some Zombies will be coming out of the ground, and a
Gargoyle should drop out of the sky by the wall, and two more will
follow it at some point. Kill off the Zombies by the school bus, and
eventually it will trigger a scene where this four-legged, two-armed
thing breaks down the gate and comes at you.
<Scene with Playground Boss-thing>
Check out the Boss Section for tips on beating this Boss.
Once you beat him you get your second Edge, and the little girl,
Kaylie, feels safe enough to come out, and now it's time for you to
play Babysitter.
Finish killing any Zombies or Gargoyles that might be around, and go
towards another gate in the upper right corner. There is a shotgun over
near the wall, and press A to go through the gate. You should see a
Green Exit Glyph inside, but before you hit it, get the Machinegun
behind the slide on the right.
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4. Graveyard
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Enemies Encountered: Zombies, Blue Specters, Skeletons, Gargoyles
Weapons Possible: Machinegun, Shotgun, Chain Saw
"Get Kaylie to the Church and don't let anything happen to that little
girl. Keep a close eye on her health bar."
The most important thing on this level is that you have to make sure
the girl doesn't fall too far behind, otherwise you hear a
bloodcurdling scream and suddenly she's being attacked by spirits or
zombies. If you don't mind using her as bait, it's a good way to build
up some Exp, but you probably noticed that she has a Health meter, and
there is no way to heal her. If she dies you start the level over, so
you have to think of her safety when triggering battles.
This is the also first time that you'll encounter the Blue Specters.
They usually shoot these blue orbs at you, and sometimes they take away
Health, and sometimes it's your Conviction, so try to kill them off
before any of the Zombies that might be nearby. A few well-placed shots
and they should disappear into thin air. Check all the crypts for guns,
and if you see one with a closed door, shoot it. Sometimes it's ammo
you get and sometimes its spirits, and sometimes it's a skeleton with a
key.
So start off by looking behind the first crypt to your right, there
should be a Machinegun. Zombies will start to spawn from the ground,
and be careful going between the crypts because they often pop up
there. There is an innocent in the last crypt on the right side in the
doorway, and usually a Blue Spirit will pop out of the crypt directly
across from that. Straight ahead in the circular area of the path is a
Health Glyph, but Zombies tend to jump up on you, so don't rush ahead
to get some much-needed health without letting them all spawn first.
The path will hook to the left, and on the left side of the bridge,
you'll get your first Chain Saw. There is also a Conviction Glyph at
the end of the bridge. A lot of Zombies will be spawning out of these
swamps, so make sure they stay away from little Kaylie. As you're
crossing the bridge, you may notice a lone crypt over on the right near
the hillside. Once you get near it, a Zombie will come out of it that
drops a key once it is killed so that you can get through the gate.
Pass through the gate, killing off Zombies right and left, and follow
the path. Once you get to the next Health Glyph in another circular
area, you might see a Shotgun in the upper left corner near the brick
wall. The crypt here contains a Blue Spirit as well as a Machinegun,
and there is another Shotgun to find if you go to the left when you
reach the stairs, next to the wall.
Head down the stairs and along the path, watch out for another Blue
Spirit on the left. There's a Shotgun to the left of the fountain near
a headstone. You'll see a semi-circle of crypts on the right, and the
third one contains a hiding innocent. You should notice a Shotgun in
the crypt nearest the fountain, and crypt's #4 and #5 may contain a
Blue Spirit. The last crypt in this semi-circle will have another
Shotgun, and the key you need to progress to the next area. There is
also a Health Glyph behind the crypt. If you go up to the hill on the
right you should see a gate that you cannot open just yet. If you go
all the way to the right along the fence there should be a Machinegun.
(Or you can save this for later when you get the key to the gate to
come back through)
Go a little further down the path and you'll see a crypt on the left
with a Conviction Glyph in front, and an innocent hiding in the back.
Go up the stairs and to the next circle, and fight the Blue Spirit that
comes out of the crypt on the left. There's another Chain Saw in the
corner if you need it. Once you get over to the gate, there is a
Shotgun all the way to the left.
Enter the gate and go down the steps. The first crypt on your right
will contain the Zombie holding the key, but be aware of the Blue
Spirit and Skeletons that appear nearby. The path winds to the left a
little, and the next crypt on the right will have a Shotgun and a Blue
Spirit guarding it. After that, the path will turn to the right, and
you'll see the gate ahead with a Health Glyph and two Gargoyles on
either side of the path. Try to clear out the grave areas on the sides
of the path before you go trigger the Gargoyles. Once you go after
them, some more Zombies and Skeletons are going to respawn for a mini-
battle, so take your time and keep an eye on Kaylie's Health meter.
Before you go through the gate, you can shoot out some of the Zombies
on the other side by jumping and shooting, or by using the Word of
Power Edge. There is a Shotgun on the hill to the right after you pass
through the gate. There is a gate on the left that doesn't lead
anywhere, but if you look ahead over the fence you'll notice the area
that you start out in at the beginning of the level, so now you have
come full-circle and are close to the Church. Go up the steps and use
the Conviction Glyph if necessary, the Gargoyles you see there won't
trigger just yet.
You can go either to the left or to the right now, it just leads you
around in a circle, so I'll start off by going left.
Two Gargoyles (not the ones by the gate) will appear from nowhere, so
fight those off and continue around the Church to the left. After the
camera angle swivels around so that you are looking towards the side of
the Church, another Gargoyle will appear along with some Zombies. At
the end of this side you should find a Zombie that drops a key, as well
as a Shotgun. If you didn't get the Machinegun on the hill earlier in
the level, you can probably see the Machinegun on the other side of the
fence, but for now continue on and use the Health Glyph if necessary
around the corner.
You are now nearing the right side of the Church, which is an open
cemetery area. If you run along the length of the fence to the end, you
will find another Conviction Glyph, as well as a gate that you can go
through now that you have the key. If you need to go back and get the
Machinegun or to use the Health Glyph behind the crypt go ahead, and
when you finish come back into the cemetery area near the Church. There
are a lot of Zombies spawning in this area, an if you go near the
Church walls by the stained glass windows, you can trigger two
Gargoyles.
Now it's time to enter the Church, so go back and fight the two
Gargoyles guarding the Church doors, replenish your Health and
Conviction if you need to, and activate the Green Exit Glyph when
you're ready to fight the next boss.
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5. Church
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Enemies Encountered: Blue Specters and Teddy Bear
Weapons Possible: Machinegun and 2 Shotgun
<Scene where Teddy Bear kills Kaylie's parents, after which you
immediately go into battle>
..By the way, you may notice that different Hunters say different
things in the cutscenes, and if you have multiple Hunters, it will be
random each time. The Martyr's remarks in this cutscene are pretty
funny, and maybe a little sacrilegious, being in a
If you didn't already regret helping out Kaylie, you will now. Remember
the teddy bear she was clutching? Well it's grown about ten feet
taller, and it doesn't look very friendly. You start out more or less
in the middle of the room, and if you don't move quickly you're going
to get slapped around, so pick a direction and go. There is a Health
Glyph in the left corner near your starting point (to the right of the
organ) and there is a Conviction Glyph in the corner that is diagonally
opposite from the Health Glyph, on the right side of the altar area.
There are two Shotguns to pick up: One is in front of the organ, and
the other is to the right of the Health Glyph along the wall two
windows down. A little further along the wall (up near the altar) is
where you can find a Machinegun.
Check out the Boss Section for tips on beating this Boss.
After you defeat the Teddy Bear, you'll watch another Scene with
Carpenter, the freaky guy in the bandages. He opens the altar for you
to go into the catacombs, and once you talk to the Bystander and
freshen yourself up a little; you can press A on the Green Exit Glyph
to go to the next level.
The Bystander tells you that the little girl and her babysitter are on
their way to the train station, but before you got there, a woman in
leather dragged her sisters under the altar and she wants you to help
them. Yet another person who wants you to do their dirty work, but you
do have the guns, so off you go!
Notice that you also have gained a level on your first Edge. Defenders
can now heal other Hunters when they stand close by, and other Hunter's
Edges will have increased in power as well. Your Hunter's attributes
should also be improving as you go along, and you might notice that it
takes less Conviction off your meter to activate your Edges than it did
previously.
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6. Catacombs
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Enemies Encountered: Rats, Zombies, Skeletons, Blue Specters,
Gargoyles, Vampires
Weapons Possible: Machinegun, Shotgun, Chain Saw, Flamethrower
**Strength Glyph on this level**
"Search the Catacombs for the two sisters."
This is the first level that you see any Rats. They kinda remind me of
the R.O.U.S.'s from Princess Bride, Rodents Of Unusual Size? Anyway,
these emit some sort of noxious gas cloud that causes you to cough and
cover your mouth, rendering your weapons useless for a few seconds.
They'll also bite, so it's best to shoot them from afar if you're able.
Zombies also abound, but you should be pretty used to handling them at
this point. Follow the tunnel as it makes a sort of S-curve around
until you see a tunnel leading off to the right. A few more Zombies
will spawn here, so kill them off and the Rats in the room, and then go
through the door into a circular room.
This is where you will find two Machinegun-toting Vampires, so hurry up
and kill them, and free the two sisters. You may get Machineguns from
the Vampires, and there's a Health Glyph in the middle. Once you take
care of business, look for a panel in the wall with a hole near the top
of it. (It should be the second over from the door on the right) Attack
this wall with your melee weapon or shoot it several times and it
should open it up for you.
Here you will find a passageway with a lot of goodie items. Right after
you go in the passageway, a Chain Saw should be on the left, and some
red and blue spheres will be there as well. A whole lotta Zombies and
Skeletons will spawn, and then a group of Rats will come afterwards,
but you should soon see your first Strength Glyph coming up. (It looks
like an arrow, sort of) Once you increase your Strength, continue down
to tunnel for a Shotgun and some more Skeletons, and then get ready to
fight some Gargoyles. Grab the Flamethrower (woohoo!) and take out the
two beasts in whatever manner you choose, you may want to try out your
new Strength attributes by attacking them melee style. Go further on to
fight some more baddies and pick up the Machinegun on the right. Fight
some more Rats and grab the other Machinegun on the right, and watch
out for a few Blue Specters coming out of the wall at you.
A few shots at this wall should bring it crumbling down, and now you're
back on the original path, only a little further along. The camera
angle that it goes into when you step out of the wall can be annoying
because there's a lot of creatures nearby that you can't really see,
but if you want, you can always go back through the secret tunnel to
where it joins back up with the path so that you're always facing the
creatures head-on. Basically when you come out of this secret tunnel,
you only have that to back into if you start getting too many creatures
after you, and it makes it hard to see what you're shooting at. Once
you clear out this area you can go back a little if you want some more
kills, and then continue on into the room past the secret tunnel's exit
point.
This room will turn to the right and you should see two Gargoyles
waiting for you. Kill them and the Blue Specters in the next room, and
make sure to get the Machinegun Vampire before she takes off too much
life. You can use the pillars at the entrance to this room for some
cover from the bullets and Blue Orbs. There is a Conviction Glyph in
here, as well as a Shotgun and Machinegun on the left.
There is a passageway leading off from the right side of the room that
curves around and takes you to the Green Exit Glyph. A few Skeletons
might pop up along the way, but otherwise you're heading to the Sewers.
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7. Sewers 1
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Enemies Encountered: Rats, Zombies, Skeletons, Crocodiles
Weapons Possible: Machinegun and Shotgun
"Spirits often inhabit the bodies of animal corpses. And in the sewers
and tunnels, they are plentiful."
The Bystander here will give you your Objective: Find 5 Skeletal
Remains and lay them to rest by using the Action button.
If you activate the Blue Glyph on the wall, it will tell you to look
for a switch somewhere that will open the gate behind you, so there's
really only one way to go for now.
Defeat the Zombies and head off down the sewer tunnel. Note that you
can kill these Gun-Toting Zombies by shooting over the gate or by
jumping and shooting, but they can't shoot you. Once you open the gate
it's like going into another room, and you can't just back up through
the gate so watch yourself. Once in the room, go up the stairs on the
left and rescue another innocent. Go up the stairs to the right to free
your first set of Skeletal Remains (#1). It should tell you that four
bodies remain, so walk around this platform that you're on around to
the other side where you should find the gate switch. Activate the
switch to raise the sewer grate, and go back towards the start point.
Now go through the grate that was raised and kill the Zombies and
Skeletons, and a little further up on the left is Skeletal Remains #2.
Put it to rest with the A Button, and move ahead to kill the Rats and
Zombies and Skeletons. Up ahead the room will widen and there will be a
barred grate at the end. This is where you will encounter your first
Crocodile, which really isn't all that scary. You can easily take it
out with a Machinegun, or several Shotgun volleys, but don't let it get
a taste of you because they prefer human meat to Zombie meat. Over in
the left corner is Skeletal Remains #3, and if you go down the
passageway on the right you will find Skeletal Remains #4 and a
Machinegun.
Now you should have only one body left, and one way to go, so head
through the door on the left. You're in a long corridor with some
creatures, but nothing you can't handle, so go through the door at the
end of the hall.
Now you're in a big open room, and there will be Zombies, some with
guns, and a few Crocodiles down below in the water. There's an innocent
to the left of the door you just came through. Your last set of
Skeletal Remains is to the right of the door (as you're looking at it)
along the wall, so lay the last spirit to rest and continue along the
wall until you get to a staircase leading down into the water. There is
a Shotgun at the top of the stairs, and there will be several Zombies
with guns waiting for you, so take them out first. There is a walkway
above the water with a Conviction Glyph on it, which also provides a
nice way to shoot things in the water without actually being down
there, which you can also do from the staircase. (The Crocs can't climb
the stairs very far, only a few steps) As soon as you kill off what you
want to, you can use the Green Exit Glyph and go onto the next Sewer
level.
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8. Sewers 2
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Enemies Encountered: Rats, Zombies, Skeletons, Crocodiles
Weapons Possible: Machinegun, Shotgun, Chain Saw, Flamethrower
"You're almost there. Search these tunnels for more Skeletal Remains
and press the Action button to bury them. It is the only way to appease
the renegade spirits and get into the prison."
You start out standing on a platform over the sewer water, with two
upper pathways that run parallel along the tunnel. The pathways are
interconnected here and there, and you can also access the floor in a
few areas with the stairs and sloping platforms. Beneath you are some
Rats and Zombies, which you probably want to kill. Some more Zombies
are about halfway through this tunnel, and one will appear in the water
(in front of the platform on the right) one will be on the platform
along with a Shotgun, and two more are in the back near the door. Your
first set of Skeletal Remains (#1) is to the right of the door, only
ten more to go.
Go through this door to find yourself into a big open room with lots of
Rats and Zombies running around in the water.
Jump off the platform to your left to get the spot with the best cover
from the shooters. Skeletal Remains #2 is just to the right of the
platform and stairs.
Go along the near wall (with the fence consisting of three ropes) to
find Skeletal Remains #3 near the huge pipes. You might be able to see
further down along the wall with the pipes to an innocent hiding in the
water in front of some steps. There is a Health Glyph at the top of
these steps if you need it. Go all the back down the length of this
platform to find a Machinegun, and go down the steps to kill off any
creatures in the middle of the room.
Now leave this room through the doorway on the platform to the left of
the Health Glyph, and find yourself in close quarters with some Zombies
and Rats. Once you kill them, free Skeletal Remains #4 on the left, and
then go up the passageway to the right to save another innocent. You
should notice a shiny Machinegun on the other side of this barricade,
which you can get later on in the level.
Go back out to the tunnel, and when the room widens again, you should
find Skeletal Remains #5 on the left near the barred grate, leaving 6
bodies to go. Before you go into the passageway on the right, grab the
Shotgun in the corner. In the passageway, there are Zombies carrying
shotguns, so try to take them out first. Go all the way up the passage
to free Skeletal Remains #6 and to refill your Conviction, if need be.
Go back a little to the right where there is a door to go through.
Now you're in another long tunnel, with all sorts of things coming
after you, but its not all that bad yet. Up ahead on the right is the
tunnel where you saw that Machinegun earlier, so go up there to get
that, and while you're there you might as well get Skeletal Remains #7,
leaving four to go.
Further up you'll see another innocent, but be careful of the thugs
with the shotguns. The beams on the sides of the walls offer good
protection for ducking in and out to shoot. After you save the
innocent, a whole lotta Rats are coming at you, and when you kill them,
to your right is Skeletal Remains #8 and directly across from it on the
left is Skeletal Remains #9.
Don't go through that doorway on the left just yet, instead go up on
the right and kill off the creatures to get to the Health Glyph and
Skeletal Remains #10 on the top of the platform.
Go through the little door on the right to find yourself in one room
with some creatures, a Machinegun, a Shotgun, and an innocent. Do what
you need to do, and then go back to that other doorway that leads you
down the long tunnel.
Nothing comes at you 'til you're at the very top, and then it's Rats
and shooting Zombies everywhere. Kill them and go up the stairs on the
left, and use the pipes as cover to shoot the Zombies before they shoot
you, and to kill the Blue Specters that come from down the hall.
There's a Flamethrower guy on the left, and then another past him on
the right just as you're getting up to the Chain Saw, so watch out for
them, but at least you're picking up some good weapons along the way
right? Free Skeletal Remains #11 and you're ready to go!
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9. Front Yard
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Enemies Encountered: Dogs, Zombies, Vampires
Weapons Possible: Machinegun, Shotgun
"If that flyer was correct, this Front Yard is where the Rave was
thrown."
There should be a Shotgun right behind you on the left of the rubble
when you start out. This is basically a big area where you will find
Dogs coming at you from all directions, Zombies shooting at you, and
the occasional Flamethrower guy. You can blow up the propane tanks, oil
drums and the school bus to injure nearby enemies, and there is a
Machinegun in front of the school bus, which is about where the guy
appears that you need to get the key from. Use the Health Glyph and
then go through the door after blowing up the school bus. (The door
being behind the school bus, it's a necessary sort of thing) Duck in
and out of the doorway if you want, and get the Shotgun on the left
before proceeding to the right to get into the next room. You can also
use this doorway to lure the Zombies in one at a time; otherwise it can
get pretty heavy with the Health loss because they're so darn quick.
There's a lot of Raver Zombies in this room, and all the way at the end
you should be able to see the green-lit stage. (Don't go there quite
yet) After you kill everyone off in the open area, go get the
Machinegun in the left corner of the room. Watch out for the Shotgun
guy, but after you kill him you should get his weapon.
Now you're ready to go for the stage and rescue the three innocents up
there. Approach it slowly, and watch out for the Flamethrower guys.
There's also a ton of Zombies and Shotgun guys, and a Vampire that
drops the key that you need to progress. There's a Conviction Glyph on
the left side of the stage in front of the speakers, and a Health Glyph
on the right side.
Once you're done killing everyone and rescuing the innocents, use the
Green Exit Glyph and get ready for the Meal Hall.
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10. Meal Hall 1
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Enemies Encountered: Dogs, Zombies, Vampires, Hulks
Weapons Possible: Machinegun and Shotgun
"This Meal Hall was left untouched after the incident last year. I can
only imagine the smell."
As soon as you enter the level, a bunch of Zombies are going to spawn
and some of them are going to have guns. I would recommend shooting at
the guy with the gun while you're backing away from him, unless you
desperately need the Machinegun behind him, work your way back until
you're near the rubble in the south most part of the room. You'll have
a big crowd of Vampires to fend off, but if you stay on the left side
of the room, you should be able to keep most of it under control.
If you need more ammo, there is another Machinegun and Shotgun in the
upper left part of the room. There is a little office with a computer
in the middle of the room that tells you about Vampires, and lets you
know that fire and wood hurt them more than bullets, and direct
sunlight is lethal.
There is a staircase on the right side of the room with a Health Glyph
on one side and a Shotgun on the other. Once you're set, go into the
lower right part of this room
You will see a gate, and if you have an Edge that works through gates
and fences (such as Word of Power or Burden) it wouldn't be a bad thing
to use. Once you go into this room, head towards the left to get a
Machinegun if you can, and then down towards the right to free an
innocent, and to defend yourself from the enemy. Feel free to jump on
things to shoot commando-style. (Up and down from the middle of the
room is my favorite way to go) There is a Health Glyph on the right,
and two doors you can go through in this room, so go all the way down
to the left side, and grab the Shotgun (hidden behind the tall table in
the middle) and go through the left door, only because you need a key
for the right door.
As soon as you go in here, there will be Vampires and Dogs surrounding
you, so try to have an Edge ready, and then start blasting away. If it
gets bad, make sure you stay by the door so you can make a quick exit
to go heal yourself. In the lower part of the room you will probably
see a Hulk, the great big pink thing chasing after you, but it's
basically an overgrown dog so take it out with a few rounds or an Edge,
and get the innocent and Shotgun in the lowest corner of the room.
There should be a guy with a Shotgun that drops a key for you in the
upper left part.
When you go back into the other room, a few more creatures may have
respawned, but no biggie, just kill them and go through the door on the
right.
This is the Meat room, where you find Zombies that can shoot some sort
of bone-arrow at you, and they also have chains that they can whip at
close-range for a big chunk of your Health meter, so be careful. You
may have to go in and out of this room a few times to heal, and if you
have spare Machinegun rounds, I'd use 'em. There's a Conviction Glyph
over in the upper left area of the room, and behind the hanging meat
you'll find a Shotgun in the right corner. One of these monsters will
drop a key, and through the door on the left you go.
There is a Hulk right on the other side of this door along with some
Zombies, so if you want to trigger them and then go back into the other
room to use and Edge, go for it. You can even refill your lost
Conviction right there when you're done, so why not? Otherwise, just go
into the room and run down the stairs to take care of the shooters and
Dogs first, and then back up the stairs to take care of the Hulk and
the rest and grab the Machinegun and Shotgun. Once you finish with
these guys, go towards the Green Exit Glyph and make sure to get the
innocent on the right side of the hole.
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11. Main Yard 1
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Enemies Encountered: Dogs, Zombies, Gargoyles,
Weapons Possible: Machinegun, Shotgun, Chain Saw, Flamethrower, Rocket
Launcher
**Accuracy Glyph on this level**
"The entrance to Degenhardt's living quarters is at the other end of
the Main Yard. Degenhardt was the Warden who oversaw Arkady's
execution."
You begin by facing a hole in a wall with a ramp to your left. You can
either go up this ramp to fight a Shotgun thug, or a bunch of Zombies
on the ground below. If I were you, I'd take out the Shotgun guy first
and then shoot everyone else from up there. You can also get a good
idea of your surroundings, and further up there you'll find some
Glyphs, so let's do that first.
After killing that guy, go up the next set of stairs to find another
shooter at the top of the steps. Go left to find another guy, and a
walkway that goes either straight or to the right of the building. If
you go straight you can pick up a Chain Saw, shoot a guy and go all the
way to the end of the walkway for a nice view, then turn around and
come back to the building to see a Conviction Glyph. You might be
noticing things on the ground below to pick up later here on. Come
around to the other side where a Flamethrower guy is waiting, and it
opens up onto a little platform where you'll find your first Accuracy
Glyph and rocket launcher! (As far as I'm aware anyway) Go down the
little dead-end walkway on the side to get a Flamethrower (weapon, not
the monster)
Watch out for another Shotgun guy to appear, but you should be able to
pick up his weapon, and go around the side of the building to go back
towards the ramps that lead down to the ground. Use the ramp as a means
of defense, and pick off the Dogs, Zombies, Shotgun thugs and anything
else, and pick up the Machinegun in the middle if you need it. You'll
notice some bleachers along a chain link fence, and you can shoot
monsters through this if you want. One of the Shotgun guys in the open
area should drop a key, and a little further in and you'll trigger a
Gargoyle. There's also a Health Glyph on the right, but watch out for
the Dogs that trigger over at the upper right part of the fence, two at
a time. If you have teams, you can help pick the dogs off of your
teammates and vice-versa, since it's oftentimes hard to get one off of
you if it's chewing on your pant leg.
Go through the gate and kill the baddies, and don't forget to talk to
the Bystander, who asks you to help *yet another friend* who was
dragged away, this time to the basketball courts. There is a Machinegun
in the right corner, and when you turn to go left through the rest of
the room, you realize this is where all the weightlifters work out. So
work your way through gym equipment and smelly socks, and use the
Health Glyph in the upper left portion of the gym area if you need it.
A guy near the Blue Glyph will drop a key, and going over there will
trigger two Gargoyles, so be prepared. The Blue Glyph reads, "This is
the Entrance to the Prison Infirmary, where Dr. Hadrian oversaw the
care of prisoners. He was Degenhardt's right hand."
Now go into the gate at the right, kill the Flamethrower guy to get
another key, go down towards the right to kill two Gargoyles and pick
up a Shotgun. The Blue Glyph here reads, "This is the Entrance to Death
Row, where Arkady was executed last year." Watch out for the other
Zombies along the way.
Now go back out into the weight area and across to the left to go
through that gate. There are some Dogs and Flamethrower guys, so make
sure you have some distance before shooting in their direction. Up on
the steps to your left is a Machinegun, and over to the right you
should see a Health Glyph. One of the guys will drop another key, and
beware of the plentiful Dogs in this area.
The first Blue Glyph on the right reads, "This is the Entrance to the
Cellblock." As you go towards the next Blue Glyph, two red Gargoyles
will drop out of the sky, a little harder to beat than your average
blue Gargoyle, but still not that bad. The next Blue Glyph down at the
end reads, "This is the Entrance to Warden Degenhardt's living
quarters. He would administrate the prison from here. Degenhardt
disappeared after the execution last year."
Now you're ready to go through the gate on the left. This is the
basketball court that you looked into from the other side at the
beginning of the level, and also where you should find the friend that
got dragged away. There is a Machinegun in the middle, and the innocent
is all the way towards the far right corner, and once you rescue her,
you're free to go. Go back out into the area you were just in, and the
Green Glyph should be glowing. Make sure you got everything, especially
the stuff on the upper level if you didn't already get it, and then
make sure your Health and Conviction are as full as possible, and then
move on to the Mansion grounds.
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12. Mansion Exterior 1
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Enemies Encountered: Dogs, Tentacles, Zombies, Vampires
Weapons Possible: Machinegun
**Strength Glyph on this level**
"Those aren't living quarters, Degenhardt lived in a damn mansion. He
was rumored to be a recluse, and spent most of his time here."
This is the first time you see a Tentacle, the black thing on the side
of the path that's trying to whip you. The easiest way to take them out
is with your melee weapon, but you also open yourself up to damage, and
there are Dogs around too. Go to the left where you'll see two tall
trees and a break in the wall. Go through and fight the Dogs, and in
the back you'll find a Strength Glyph and a Machinegun.
Follow the wall along the left to the small graveyard near the mansion.
Watch out for another Tentacle, they have a long reach! The Blue Glyph
reads, "Helene, Celeste Marie, and Jeffrey Degenhardt III are all
buried here. The Warden's entire family was wiped out on the same day
in 1926. That would make the Warden over 100 years old." There is a
Vampire here who will drop a key for you, and a Health Glyph is nearby
on the path if you need it.
Now work your way back through to the beginning, there is a Machinegun
along the path in front of the fountain, and if you go all the way back
into the far right corner near the tree you'll find an innocent. (I
just have to comment here on how trippy the puddle here looks, because
you can see stars reflected in it) Now go back towards the Mansion
along the right side of the wall, and at the far back right corner you
should find another Machinegun and another innocent to rescue. Go up to
the Green Exit Glyph and kill the Vampire and other baddies, refill
your Health again if you need to, and move onto the Interior of the
Mansion.
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13. Mansion Interior 1
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Enemies Encountered: Zombies, Vampires, Tentacles, Boss (Warden)
Weapons Possible: Machinegun, Shotgun
"There may be information on what caused the disturbance in the town.
Search the mansion thoroughly."
You start out in the foyer area of the Mansion with some steps leading
upstairs on the left. There's a bunch of creatures in this room, so I
would suggest going down into the lower right area where you'll find a
black Tentacle, which you should kill. Then work your way back up the
left side of the room, ending with the Vampire and the Gun-Toting
Zombies near the staircase. There is a Conviction Glyph behind that
sculpture on the left side of the room, a Shotgun in the lower left
area and an innocent as well. Once you clear out this area you should
go upstairs.
Upstairs you should head south or down and kill the three guys to pick
up the Machinegun and Shotgun, then back up the hallway to the first
door that you come to on the right next to the stairs.
This room contains Vampires and some Gun-Toting guys to kill. Then you
can access the computer by pressing A, and it will read, "There are
several different drafts of the rave flyer on this desktop. 'ARKADY
EXECUTION ANNIVERSARY RAVE'" Make sure you picked up the Machinegun and
the key, and leave the room and head down the hall past the double
doors in the middle to the next door on your right.
This room also contains Vampires and some Gun-Toting guys to kill. Pick
up the Machinegun, rescue the innocent, and use the Health Glyph if you
need it, and make sure you have the key to the next room.
Go back down the hall again past the double doors and the first door
all the way to the end of the hallway into the door on your left. You
probably have the hang of this by now, so go to it. Save the innocent,
get the key and move on to the last door all the way at the other end
of the hallway.
In here you can pick up a Machinegun and use another Health Glyph, and
make sure you get the last key. The Blue Glyph reads, "Degenhardt's
Journal 2/14/90: 'I have finally destroyed the other vampires who
embraced me, and avenged the murders of my family. Dr. Hadrian and I
will remain here and use the inmates for research and sustenance.'"
Oooh, creepy.
Now you go to the double doors in the middle of the hallway to face
another Boss. Make sure you're as Healthy and Convicted as you can be
and fill up on ammo before you go inside.
<Scene with the Warden>
Check out the Boss Section for tips on beating this Boss.
There should be an innocent to rescue over by the pillar next to the
Health Glyph on the right side of the room. Once you're done you can
leave the room, use any Health or Conviction Glyphs that you might
need, and head back downstairs to where you started the level to exit
at the Green Glyph.
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14. Mansion Exterior 2
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Enemies Encountered: Vampires, Tentacles, Dogs
Weapons Possible: Machinegun
"Make your way to Death Row. Arkady's possession and execution freed
the spirits last year. Killing him may close the hole."
You immediately have a Vampire kicking at your head, so get ready for
battle. The steps to the Mansion are on your right and a fountain is to
your left. You should recognize this level from before, and should know
the area fairly well.
If you go left around the fountain you will find a Machinegun in the
bushes before you get to the path, and if you go back all the way
around the fountain back towards the Mansion again, you'll notice a
Tentacle, and the Health Glyph is in nearly the same place it was
before.
There are a couple of Vampires near the gravesites, and further back by
the wall is another Machinegun. Now go all the way down the path to the
puddle by the wall, and go all the way left to find yet another
Machinegun in the corner.
Kill the two Tentacles by the gate. Do what you need to do and activate
the Green Exit Glyph when you're ready to go back into the Main Yard.
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15. Main Yard 2
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Enemies Encountered: Dogs, Zombies
Weapons Possible: Machinegun, Shotgun, Flamethrower
"Find a way into the Main Cellblock. There should be a key to the gate
somewhere."
You start out in front of a door, with a few Zombies spawning nearby.
Use the doorway as a place to duck into and regroup, and work your way
through the creatures methodically. You should have noticed a Blue
Information Glyph that just tells you that Degenhardt disappeared after
the execution last year.
Watch out for the Zombie with the Flamethrower on the right, if you
shoot him he'll explode, so shoot from afar and watch the other Zombies
taking potshots, and some Dogs will probably appear sooner or later.
There is a fence to your left, and a little farther down on the right
are some more Flamethrower-Zombies. If you go a little further you'll
notice the steps to your left, and pretty soon a lot of Shooting
Zombies and Flamethrower guys are going to start spawning. You should
be able to pick up a Shotgun or two from the Zombies.
There is a Health Glyph in the lower right part of the area. One of the
creatures should drop a key, and once this happens, you can activate
the Green Exit Glyph.
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16. Cell Block 1
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Enemies Encountered: Zombies, Blue Specters
Weapons Possible: Machinegun and Shotgun
"There are several innocents locked in the cells. Get them all out of
there!"
You start out in the visiting room of the prison, where the prisoners
go to talk to their visitors on the phones with the bulletproof glass
between them. You can actually jump and shoot through these cubicles
though, which helps keep the creatures from getting at you. Shoot all
the Zombies, and then go down to then end where there's some rubble,
and wait for a Blue Specter to show up and give you the key to get out
the door on the right.
Go up the stairs, and through the gate by pressing A. As soon as you
come into this room you should see a green switch to the left of the
doorway. Press this to deactivate the cell locks. You'll probably
trigger a few Shotgun Zombies, so if you want, you can go back through
the door you just came in to shoot them through the fence with a
shotgun. Or you can also jump into the middle part that's separated by
the railing, kill off the few Zombies that are in there and grab the
Shotgun, and then run up and down the length of it killing all the
Zombies over the fence, and they can't get to you at all. Minimal loss
of Health that way, or great bodily harm by hacking your way through,
I'll let you decide. Try to clear out this whole area before opening
any of the cell doors, because most of the cells contain multiple Blue
Specters, which aren't any fun if you have a bunch of Zombies munching
on your shoulders.
Anyway, after you clear the pathway, start opening the cell doors.
There should be a total of six innocents: I found them in cells #1, #4,
#6, #8, #13 and the cell at the very end on the right. (This is past
the row of cells, near the exit)
I found Conviction Glyphs in cells #2 and #14.
I found a Health Glyph in cell #11.
There are Machineguns in cell #3 and #8, and a Shotgun in #9.
In the cell at the end is the last innocent (if you got all the rest)
as well as a Machinegun, another Health Glyph, and some Blue Specters
and Zombies.
Once you get all the innocents you may move on from this level, and
make sure you fill up your Health and Conviction! The Green Exit Glyph
is near the last cell.
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17. Cell Block 2
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Enemies Encountered: Zombies, Blue Specters, Playground Boss and
Skitters
Weapons Possible: Machinegun, Shotgun, Rocket Launcher
"This makeshift tunnel is the only way through the cell block. Make a
clear path for innocents by killing all the monsters."
Right away there's going to be two Flamethrower guys and some Zombies,
so use a special weapon to take these guys out quick. Run along the
fence for a second or two and get some Zombies to spawn on the other
side, and then use an Edge to kill off a few groups if possible before
going in. You can even shoot them through the bars with a Shotgun, but
for goodness sakes, don't just go in there! Clear out a few rounds of
Zombies first. Go through the left door when you're ready.
You're in a hallway with some Zombies and Blue Specters, as well as a
Machinegun, a Conviction Glyph and a Rocket Launcher. When you get down
by the Rockets, two Flamethrower guys will appear, one of which has a
key for you.
Go through the last door on the right to find another Playground Boss
waiting for you and some Zombies too. If I were you, I'd trigger them
and then go back through the door to shoot at them from a safe distance
since he's letting off Skitters as well. An Edge would work well here
since there's a Conviction Glyph back down the hall to refill. This
Boss isn't as hard as he was in the Playground, so he should be dead
pretty quickly and you can move on.
Once you go inside there is a Machinegun and a Health Glyph along with
some Zombies. After you defeat them, you've cleared the path and your
Objective is complete. The Green Glyph should be glowing now, so you
can use the Health Glyph if necessary and exit this level.
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18. Hospital Roof
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Enemies Encountered: Gargoyles, Zombies, Vampires, Blue Specters
Weapons Possible: Machinegun, Shotgun, Flamethrower, Rocket Launcher
"This catwalk will take you to the Prison Infirmary building. Enter
through the roof and find a way to Death Row."
**Quick walkthrough strategy for this level**
**It is possible to run through this level quickly, but I wouldn't
recommend it. Patience and strategy are key elements in making it
through these next few levels without losing all your life and ammo.
However, if you just want to get this done and over with, clear out the
area that you start out in so that you have access to a Health Glyph.
Go over the bridge, don't bother talking to the bystander because you
don't really need to and it just takes time and effort. Continue
running across the bridge, take a right at the end, and then take the
first left you come to, where you should find two Gargoyles and a
Flamethrower that will respawn twice more in front of a gate. After you
kill the third Flamethrower guy, go through the gate and hug the left
wall. Run past the first little building and start looking for a
Flamethrower guy who should appear a little further ahead and to your
right. He has your key. Kill him and grab the Rocket Launcher (more
towards the right, next to one of the other small buildings) if you
want on the way out. Go directly across to find the Hostage area, and
after you clear out this part, you are ready to leave the level.**
For an extra challenge, try saving all the hostages without any loss of
life. (on their part -- and yours)
**Complete Walkthrough for this level**
Immediately you should see a Red Gargoyle drop out of the sky in front
of you and another drop in behind you. Quickly run to the left and go
atop a ramp from which you can shoot fairly safely. There are some
Zombies with guns, so you'll have to dance around a little, but this is
probably the safest place simply because they don't know how to climb
very well. You'll probably get four more Gargoyles, but if you need a
Health Glyph there's one in the upper-middle section of this rooftop.
(In other words, it's a pretty straight shot up from your start point;
you should see it from the ramp)
You should trigger some Vampires from which you can pick up a
Machinegun near the Health Glyph. Go over towards the right to kill
more Zombies and pick up some Shotguns from there, and then head over
to the walkway on the far right.
There is an innocent to save on the walkway, and you can pick up some
Shotguns from the Zombies. Talk to the Bystander who says, "I saw some
women with guns herd a bunch of people over that bridge and onto the
infirmary roof. Rescue them before entering the Infirmary."
Right after reading this three Vampires will appear, and if you don't
shoot them almost immediately, you will lose this Bystander. (Not that
it's crucial to the game, but that's no reason to let the poor thing
suffer) Something quick like a Machinegun is good to keep them off
balance enough so that they can't attack back.
Follow the path all the way down, and kill four Gargoyles and some
Zombies when it connects onto the other rooftop. Here you can either go
left or right, so I'm going to start with left.
A bunch of Zombies and some Vampires are going to spawn here, so use
the small buildings as cover, and you should be able to pick up several
Machineguns from the Vampires. Go along the left side to rescue an
innocent, and then towards the back to find a Health Glyph and another
innocent towards the right. You should also be able to pick up some
Shotguns from enemies over here. Come back around the right for more
Exp, or if you prefer you can go over the skylight windows to avoid
enemies.
Now go back to the walkway to go the other direction. You may encounter
four more red Gargoyles if you haven't already triggered them. There
are actually several groups of four Gargoyles on the rooftop in total,
so don't be surprised to see them coming one right after the other.
If you follow along the right wall you will come to a locked gate with
a building in front of it, which is where the level exit Glyph is. Go
left to pick up a Machinegun, but don't go into that gate yet. If you
go close to the gate you will trigger some Gargoyles and Flamethrowers
guys, so be aware of that.
For now, go straight past the gates on down the roof to where an
another innocent is cowering, fighting the Gargoyles and Zombies along
the way. Once you get to the end where it splits to the right and to
the left, you'll get about a bazillion Gargoyles, but there's a
Conviction Glyph on the left side, so use you melee weapons or Edges,
and you should be fine.
There is a Machinegun to the right side, and once you're all set you
can go back to the gate that is located to the left of the Exit area.
(In other words, the area that is to the right after you cross the
bridge and then the first left that you can make)
You may be able to pick up a Flamethrower from one of the guys outside
this gate. Two Gargoyles and Three Flamethrowers should appear, and
kill them all before you go through the gate, because once you kill the
*third* Flamethrower guy outside this gate it will trigger the
Flamethrower guy with the key *inside* the gate that you need to get to
reach the hostages.
Once you go in, you'll have four Vampires show up, so kill them quickly
before they take too much life off your meter. Further ahead on the
right is a Rocket Launcher, and on up ahead are two more innocents and
a Shotgun to their left.
There is a Flamethrower Zombie in this area with your key if you killed
all the Flamethrowers outside, so carefully take out all the creatures
in this area. (They will probably drop several more Shotguns too) Go
back out the gate and to the right of the Exit Glyph to use the key on
the locked gate.
The hostages that you have to save are just ahead. When you go through
the gate, you'll trigger some Gargoyles, but don't go too far ahead
just yet; try to stay back and kill the Gargoyles first.
After that, move forward and you will hear a hostage scream that
they're going to kill her. If you're still fighting the Gargoyles, it's
probably OK, but you want to make saving the hostages your priority.
When you see the Vampires materialize and start to shoot at the
hostages, that's when you need to get over there and start saving them
ASAP.
It is pretty likely that one hostage will die, and as far as I can tell
this is *almost* unavoidable. You can use Martyr and activate her speed
Edge (right after killing the Gargoyles) to run over there quickly and
save the hostages before the Vampires start shooting them. Try to run
quickly through the group to free them, starting with the one at the
right, and working your way around clockwise.
I also used Martyr and had a friend use Judge, and after a bazillion
tries, we saved *all* the hostages by letting Judge lead ('cause he's
so darn slow) and then using Martyr to run up to save the innocents
while Judge took out the Vamps with the awesome crossbow. The vampires
trigger right after the spot where the Gargoyles appear, so be ready to
run when you hear them scream.
If a hostage dies, that hostage will turn into one of those Blue
Specters and start attacking you. (It's really no big deal if you lose
one or two hostages, but be careful not to lose any more than two
otherwise you have to start the level all over again) Machinegun (Or
Judge's Crossbow) is best for this part because it kills quickly and
you get a lot of replacements from the Vampires when they die.
Once you rescue the hostages, you are free to leave the level, and if
you need more ammo, you can go further back in the hostage area to
trigger some more Vampires. You do trigger quite a few though, so take
this back area carefully.
Try to make sure all the Hunters have maximum ammo for as many weapons
as possible, and refill your meters, because next you go inside... the
Hospital.
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19. Hospital Interior 1
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Enemies Encountered: Zombies, Flesh-Crafted Raver, Skitters, Hulks,
Playground Boss
Weapons Possible: Machinegun and Shotgun
"The stairway entrance to the lower levels of the Infirmary is locked.
Degenhardt's cohort, Dr. Hadrian, may be lurking below."
This is a big open room with several doors leading off of it. You can
either clear this room right now, or go around to the different doors
and clear it in parts as you go along. I prefer to clear it out ahead
of time, because sometimes it's nice to be able to duck into that room
out of the corridors because it gets a little heavy in there, so I
usually work myself around the room clockwise. The Shotgun (or
crossbow) works best here, usually kills the spewing white Zombies in
one shot.
In the center of the room there is a little office with a Health Glyph
inside it, as well as a Shotgun and a computer that reads, "From the
journal of Fr. Cortez: The Death Row inmates are constantly in and out
of the infirmary. I would speak to the Warden about it, but he is
difficult to find during the day." Do you think it's because he's...
SATAN! Hehehe...
Anyway, so whether or not you already cleared the room, you've got to
pick a door to go through. There are four doors, at "North-East-South-
and-West" of the center office, plus the door between the "East" and
the "South" door, which will be where the Green Exit Glyph will be
glowing when we complete the level. So I hope this makes sense to you
when I say go through the East door, etc. East is directly across from
the opening to the office, and North is close to where you started the
level.
You're looking for a key, which will be dropped by one of the
Playground Bosses in one of the wings, and it can be random I think....
(although I do often find it in the East Wing)
**Strategies for this will vary widely depending on the number of
Hunters playing, and how quickly you want to get through the level. If
you want a lot of Exp points, you may want to fight every monster,
however, in doing that you might as well settle in for a couple hours
playing time to do every single level perfectly.
You may just want to run through some of these monsters, kill some on
the way up, kill more on the way back, so it's up to you. Personally I
think it's worth the exp you get, but there's tons of places along here
to trigger fights. Running along the sides of the walls over the beds
will trigger more Zombies with guns, and running down the middle causes
Zombies to materialize out of this air and swipe at you.
In some places you can run in and save an innocent, and run back out
avoiding larger monsters that might only appear further back in the
room. Sometimes you just get sick and tired of having one Zombie spawn
at a time a dozen times over, and you leave to go somewhere with more
action.
Tip for Multiplayers working your way through these wings: This is one
of the few areas in the game where you can have Hunters hugging both
sides of the walls and the camera angle will show you the whole room.
This might be the best way to work through the hallways, because going
straight down the middle can lead to Zombies popping out of nowhere and
taking a chunk off your Health meter before you can get out of the way.
If you have two or more players, you can position one on each sided,
and this way you can effectively cover each others' behinds when these
nasty Zombies rise out of thin air. Of course, if your game settings
are such that you can kill your partner(s), this may not be such a good
idea, unless you're an *extremely* good shot.
OK, back to the Walkthrough.**
North Wing:
OK, so I'll assume you ran for the nearest door to get out of that
room, and this was it. You're going to see a long hallway with beds
lining either side.
Work your way down the hallway (or you can run and jump to skip over
them) and go to the left for a Health Glyph if you need it, and to
rescue an innocent, being mindful of the Flesh-Crafted Ravers. In the
lower left part you'll find a Shotgun.
There is another innocent if you head to the right, and if you go into
the back part of the room you'll trigger the Playground Boss again,
complete with Skitters. Be careful of the Hulks in the lower part of
this side of the room, if you haven't killed them off already, they can
make it difficult to run freely. Now that you've leveled up some, it
shouldn't be too difficult too kill these creatures, especially with a
Health in the room nearby.
Now let's head over to...
East Wing:
Very similar room to North, but as you start running through, you might
notice some Skitters dropping near the beds, so watch out that you
don't have to Stop, Drop and Roll, 'cause it'll cost you some Health
points. No worries, there's a Health Glyph outside in the other room if
you do get surprised.
A Shotgun is up a little ways up on the right (on a bed) and by the
way, you probably noticed that you can shoot other things in here, like
those divider things. It may help to get those out of the way so you
can see clearer (since your weapon will be aiming at it anyway) but I
wouldn't waste good ammo on it.
The second half of this hallway is Zombies, and when you get to the end
you should be prepared for Playground Boss and some more Skitters.
There is a Conviction Glyph over to the lower left of this area, and to
the right is an opening into a larger, open room with a lot of
creatures in it. You will probably find an innocent at the right corner
when you go in, and as you free her you'll be triggering the white
Flesh-Crafted Raver Zombies to your right along with Zombies and
Skitters, although you can't really see them unless you run over there.
There is a Shotgun in the upper left part of the room, and when you're
all set just go back out into the main room to...
South Wing:
If you've already got the key, the Green Glyph will be glowing and you
can go on to the next level. Although there are more innocents to save
and ammo as well, so why not kill some time while killing Zombies? This
time as soon as you go through the door there's a couple of Hulks to
your left, and again on your right, and suddenly they're all over the
place. Don't panic, they're quick on their feet so stay near the door
in case you need to beat a quick exit to a Health Glyph. (If you use
all the ones in the center, you can always go back to the North Wing)
Once you get to the end, you can left or right, but it goes all the way
around anyway. Left is closer to the next Conviction Glyph, and towards
the upper right you will get a Machinegun, but on the way you'll
encounter shooting Zombies, the White Flesh-Crafted Raver Zombies, and
some more Hulks. There is an innocent to save further down on the
right, or you might have seen her right away when you came in and
already rescued her, so either way, leave the room and head on over to
the...
West Wing:
(Never watch the show myself... Sorry, couldn't resist!)
Starts out like all the others, although by the time you get to the
middle of the hallway the Playground Boss has already come out to play.
Some White Flesh-Crafted Raver Zombies appear when you first go inside,
so make sure you get rid of those before continuing and triggering the
Playground Boss.
You can always trigger and then leave the room to use an Edge through
the door. Get past this area and the room opens up with an innocent and
a Machinegun up on the left. Lots of stuff to kill in this room, same
as the others, so once you satisfy your blood lust, go back into the
center room.
Try to fully Heal and Convict yourself (hehe) and go activate the Green
Exit Glyph.
Back to Table of Contents
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20. Hospital Interior 2
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Enemies Encountered: Doesn't matter, you don't have the time
Weapons Possible: See Above
"The fires have weakened the building structure. You have about 6
minutes to find the five people in here before the whole place
collapses. You'll have to use the freight elevator to get to the lower
level."
OK, no time to dilly-dally, you gotta get out of here and find five
people before you do, so get a move on! You're totally familiar with
this place by now, and it stands to reason that four of the five
innocents are in each of the Wings, with the last one being in the
center office. As tempting as it might be, you should not stop to kill
anything. Except maybe any Skitters or anything that's *really* getting
in your way. If they do gang up on you, try jumping out before they
sink their claws into you.
Best strategy is to run through, find the innocents as quick as
possible, starting with North, then East, then center office, then
South, and ending with West, because that's where the freight elevator
is located. (It's to the left when you first go inside)
Things are going to be shaking the whole time and throwing you off
balance, and if you get caught up in some Zombies, remember to try and
jump your way out of it. It gets trickier with more Hunters, but even
with only one you still don't have too much time. Get in, and get out.
*Cannot stress that enough*
North: There's a Health Glyph right next to the innocent. Go back until
the path splits, you want the left side and you'll probably see the
Orange glow of the Glyph behind a divider on the right wall (of the
left side) which you can shoot out for easy access, run over and save
her, Heal yourself and leave. Shotgun in the lower left area nearby,
just in case. You should have about five minutes left.
East:
When the hallway turns to the left a little, there is a Flamethrower
guy next to a divider that is hiding a Conviction Glyph. Go into the
room ahead and the innocent is in the lower right part of the room.
Hopefully you're not so stranded for ammo that you need the Shotgun in
the upper left corner. Turn around and run...
Center:
You might need the Health by now, so rescue the innocent and Heal, grab
the Shotgun and go to the South Wing, making sure not to mistake the
door in between as a viable exit.
South:
Watch out for Skitters! By this time you may have about three minutes
left if you're running fast, so you can afford to head around to the
right and get the Machinegun if you like, and then over to the upper
left where the innocent is, as well as another Conviction Glyph.
Continue running around back out to...
West:
Freight elevator to your left as you go in, but for now head all the
way back towards the burning mess in the back. The innocent should be
on the left of the fire towards the wall. You have between one and two
minutes at this point, so if you want you can head back around down the
left wall, grab the Shotgun on the way, shoot out any barricades that
block you, and then it's just a hop, skip and a jump to the freight
elevator, which you should've seen on your way in hopefully.
Freight Elevator: Grab the Machinegun and the activate the Green Glyph!
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21. Morgue
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Enemies Encountered: Zombies, Hulks, Boss Dr. Hadrian
Weapons Possible: Machinegun, Shotgun, Flamethrower, Chain Saw
"Ashcroft Penitentiary had more 'accidental' deaths than all the
prisons in the entire state combined. Looks like more of Dr. Hadrian's
work."
You're in a big rectangular room with those white Flesh-Crafted Ravers.
After you kill them go into the door on your left to kill some Hulks
and more white things. On the left side, second passage up, there is a
Shotgun. A Health Glyph is in the middle of the room, and next to it on
the right is an innocent hiding, and above that, a Machinegun. Hulk has
the key, so once you get that, go through the door at the end into a
circular room.
There is a Health and Conviction Glyph in here, on opposite sides of
each other. Near the Health side on the upper level is a Machinegun.
Get the key to go through the next door.
You'll immediately notice a Shotgun to the left in an alcove. Down the
hall a Machinegun is right behind the column in the center. A Health
Glyph is ahead on the right, and all the way at the end is a
Flamethrower. Turn back towards the left a little, and you'll see an
innocent by a wall, with a Shotgun a little further on near the fence.
Go right, down the stairs and grab the Chain Saw on the left. Refill
your Conviction at the Glyph on the right, then down the hall to get a
Machinegun and a Health Glyph if you need it.
<Scene with Dr. Hadrian and his very strange left arm>
Check out the Boss Section for tips on beating this Boss.
After you kill him you'll watch him burn, and then you go to the next
level automatically.
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22. Sewers 3
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Enemies Encountered: Skitters, Zombies
Weapons Possible: Machinegun, Shotgun
**Accuracy Glyph on this level**
"What was Hadrian doing with those corpses he pushed aside? His
servants have taken them into these tunnels. But why protect corpses?"
There's only one way to go, so start fighting off the Zombies and White
Flesh-Crafted Ravers, and go into the circular room. Health Glyph
across the way, and a Bystander and Shotgun to the right. The Bystander
says, "Those creatures locked the corpse gurneys behind these gates.
You'll have to find the switch to open the gates and then burn the
bodies."
Turn around to the gates on the left, and to the right of that gate is
a red switch that you can activate to raise the grate. Go through to
the end, where there is a Machinegun and an innocent to rescue. Now go
into the door on the right, and up ahead it will split to the right and
to the left. Go to the right to grab a Machinegun, and then back to the
left past where the Flamethrowers are to where it starts to curve
right.
There is a Shotgun on the left side as it starts to curve, and just to
the right of that is a door you can enter. Here you'll find a
Conviction Glyph, a Flamethrower, and the other switch to the grate
that you need to activate. Go out the door, and back the way you came
from in order to get to the other grate.
Go through the now-open grate on the opposite side of the room, towards
the corpses you see down the tunnel. When you activate them, an
explosion will occur to burn the bodies, and there should be a Health
Glyph behind the fire if you need it.
Turn around and go back now to the other side again, all the way until
you see the door where the switch was, and over around on the right
should be a gate to go through.
Once in here, run straight across to get a Shotgun, and then go through
the door. In here you'll find two innocents and an Accuracy Glyph.
Go back out and right and across to find an innocent and another
Shotgun in a pipe. Now go left and grab the Machinegun before turning
right to see the Green Exit Glyph.
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23. Machine Shop
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Enemies Encountered: Skitters, Zombies, Machine Shop Robots
Weapons Possible: Machinegun, Shotgun, Flamethrower, Rocket Launcher
"You're in the Machine Shop. Death Row is attached to this building.
You'll have to fight through here to get to Arkady."
You're in a small room with some Skitters, Zombies, Flamethrower guys
and some White Flesh-Crafted Ravers, with nothing but a Conviction
Glyph to help you. Rescue the innocent in the back of the room, and one
of the monsters will have a key for you, so start shooting.
Get the key to go through the door, and on the other side is a whole
lotta Zombies and Flamethrower guys, etc. In the middle of the room you
should be able to pick up a Flamethrower and a Shotgun is on the right.
All the way at the end is a Health Glyph, which is in front of the cage
with a Rocket Launcher inside it.
Now step back out of the cage and aim for those barrels over by the
door on the right. They will explode allowing you to go through a hole
in the wall. There's some Machine Shop Robots guarding the entrance in
here that I wouldn't recommend getting too close to, so I'd shoot
through the door or use an Edge if I could.
Once inside, there's a Machinegun right across from you, and there's a
passage that goes off to the right and at the end is the Green Exit
Glyph.
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24. Death Row
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Enemies Encountered: Zombies, Blue Specters, Vampires, Boss
Carpenter/Arkady, Boss Werewolf/Arkady
Weapons Possible: Machinegun, Shotgun, Flamethrower, Rocket Launcher
"This is Death Row, where Arkady was executed. There may be more wrong
with him than a spiritual possession. His victims were described as
looking like they were mauled by animals."
You begin the level in a small room, with a door leading to a longer
corridor. You need a key to get into the door at the other end, but
there's a lot of stuff between you and the key, so start killing things
and when it gets too heavy, duck back into the cell at the beginning.
Once you get the key, go into the next room, and in the middle there's
a Conviction Glyph with a Machinegun behind the desk.
Access the computer to read the following: "Powerful ghosts are kept
here by an anchor. Destroying their anchor will make them vulnerable.
An anchor will always have great personal significance to the ghost,
having caused them great pleasure...or pain." Hmm...whatever could that
mean?
Go through the door on the right to enter a room with some Vampires and
more Blue Specters. There is a Flamethrower on the right side of the
room, and once you clean up, check out the Blue Glyph, which reads,
"The Vampires renovated large portions of the Prison. Check the
bookshelves."
It's referring to the second bookshelf you see when you come in the
room, with no books on it. Press the A Button, and it will swing open
into a room. The Vampire has the key, so take her out and grab the
Rocket Launcher. Once you kill everything in this room, get ready for a
Boss fight.
Open the door in this room to take you to the next Boss.
Carpenter/Arkady is the guy you're fighting, and only because you
killed Hadrian before he could, or so it seems. There is a Health Glyph
on the middle left side of the room.
Check out the Boss Section for tips on beating this Boss.
When you finally beat him, go out the door at the upper right in the
room. When you first get in here, go around the cage to get a
Machinegun, and then go through the gate. You'll find more Zombies and
Blue Specters in here, and you have to get the key to proceed, so start
hacking away. Go through the gate to encounter two Vampires who will
leave you their Machineguns when you kill them, which makes a nice
addition to the Health Glyph in the room.
Go in the door to the left side first. Rescue two innocents and pick up
a Rocket Launcher, and use the Conviction Glyph if you need it, and
then back out you go.
Go in the other door, but don't go into the first door you see right
away because that takes you to another Boss. Grab the Flamethrower and
Rocket Launcher #2 and rescue another innocent, and *then* go through
the door and watch the Scene with Arkady in disbelief.
Check out the Boss Section for tips on beating Arkady the second time.
There is a Health Glyph on the right side of the room and a Conviction
Glyph on the left, and once you beat him, the level is automatically
over. Watch the scene where you almost feel sorry for Arkady (well, I
did) and realize that Degenhardt is the one you're ultimately after.
Now you gotta start running again, this time in the...
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25. Main Yard 3
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Enemies Encountered: Blue Wolves, Vampires, Werewolf/Arkady
Weapons Possible:
"Arkady's lost control of the spirits that have possessed him. You'll
have to drive him off to get past him."
There should be little red and blue spheres scattered throughout his
level as a nice bonus. You're in an earlier level, but it probably
looks a little different now. Go down along the fence all the way to
the right to get a Shotgun.
You'll have noticed the Blue Wolves on the other side of the fence.
These can pounce on you, and they breathe this ice-cloud that you makes
you cough like the Rats in the Sewers did, so watch out for those.
(Standing on a picnic table isn't a bad idea)
Go through the hole in the fence, and in the lower left corner you'll
find a Machinegun, by the door that won't open. Shoot out all the
weight equipment if you want, and pick up the Flamethrower in the
middle, and suddenly your old friend Arkady is back.
The Exit Glyph is right in front of you, but you can't leave without
getting rid of Arkady, so you know what to do. (Two Word of Powers and
he was gone, he's not quite as hard as before thank goodness!)
A couple of Vampires will come at you from the direction of the Green
Exit Glyph, but you're just warming up! So now go ahead back to the...
Back to Table of Contents
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26. Meal Hall 2
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Enemies Encountered: Blue Wolves, Zombies, Werewolf/Arkady
Weapons Possible: Machinegun, Shotgun, Chain Saw, Flamethrower
"Arkady's lost control of the spirits that have possessed him. The
spirits and his Werewolf form make him virtually unstoppable. Try and
drive him off and get away."
The little office will be right ahead of you when you start out, which
isn't a bad place to hole up in to fight off the Blue Wolves. "Hunter-
Net Tip of the Day...RUN DUMMY!"
There is a Chain Saw to the left of the office. When you get that, go
towards the lower right side of the room and grab the Shotgun, and then
kill a few more Blue Wolves.
Go through the door, grab the Flamethrower in the middle, kill the Blue
Wolves that appear in here, and then go into the left-most door for a
Machinegun.
Now go into the door on the right to enter the Meat room from earlier
and you'll get some more Blue Wolves and some of those Bone-Arrow
Zombies. In the left part of the room is a Shotgun, and then when
you're ready go through the door ahead of you to face Arkady again.
Once you kill him, it's nothing but you and the Green Exit Glyph.
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27. Main Yard 4
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Enemies Encountered: Blue Wolves, Werewolf/Arkady
Weapons Possible: Machinegun, Shotgun
"Return to the mansion and prevent the Warden from binding his family's
spirits into innocent victims. Arkady is still after you...hurry!"
There's a Shotgun in the middle of the yard you start out in, and Blue
Wolves are all over the place. Go into the Basketball court on the left
to kill more Blue Wolves (or use an Edge through the fence) and pick up
the Shotgun and Machinegun, and then go through the door at the other
side.
There's another Shotgun right after you go inside, and some more Blue
Wolves.
The door ahead to the left is where you fight Arkady. If you go back
right away towards the steps on the left, you can pick up another
Shotgun at the top. (The preferred way to kill Blue Wolves, in my
opinion.)
Now go back and trigger the Werewolf to kill him off, and then to the
Green Exit Glyph you go!
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28. Mansion Exterior 3
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Enemies Encountered: Blue Wolves, Werewolf/Arkady
Weapons Possible: Machinegun, Shotgun, Chain Saw, Rocket Launcher
"The portal to the spirit world must be in here. Stop Degenhardt before
he brings his family back through with enough spirits to kill everyone
in the city."
Blue Wolves are everywhere, so get moving! A Chain Saw and Rocket
Launcher are on the path ahead of you. Arkady triggers right in front
of the door by the Fountain, so if you want you can grab a Machinegun
in the little graveyard first.
There is also a Shotgun on the right side of the fountain, which is a
pretty good place to hop up on the avoid the Blue Wolves.
Fight Arkady at the top part of the fountain, and then activate the
Green Exit Glyph to go inside to...
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29. Mansion Interior 2
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Enemies Encountered: Blue Wolves, Vampires, Werewolf/Arkady
Weapons Possible: Machinegun, Shotgun
"Find the Warden and stop him from binding his family's souls to new
bodies."
Almost done! You begin with an overhead view of the familiar foyer
area. There is a Machinegun and Conviction Glyph, and some Blue Wolves
to fight, which you can easily do from the staircase to keep them from
ganging up on you. Fill up on red and blue spheres and go upstairs.
At the top you'll find a Shotgun, and there's really only one door you
can go through, so head to the middle doors and enter. (There are Blue
Wolves at either end of this hallway)
You go into the familiar room, and who should appear but the Werewolf
again. There is a Health Glyph in the middle of the room.
Once you defeat him, four Vampires will appear, so kill them and
activate the Green Exit Glyph. (You cannot exit this room to get more
Conviction) Now you're ready to face Degenhardt.
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30. Attic
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Enemies Encountered: Warden Degenhardt
Weapons Possible: Machinegun
You watch a scene where Degenhardt kills Arkady, changing him back into
his human form. You also notice three people in cages behind him; the
innocents who are about to house his family's spirits. You need to kill
Degenhardt to prevent this from happening.
There's a Machinegun by the left window if you need some ammo. You'll
see a Conviction Glyph in the middle of the room, and there's also a
Health Glyph by the right window (which is on the left side of the
room, opposite the red vortex) which is all boarded up that they show
right before the scene ends and you're thrown into battle.
To save the innocents, go over to there and attack the cages, which
will break open, allowing them to go free.
**Once you free all the innocents he can triplicate himself, so stay
out of his way when he does this. (You can free two, but the third is
what triggers the Triplication)
Check out the Boss Section for tips on beating this Boss.
Once you've beaten him, watch the last Scene where the Warden gets
sucked into his own red vortex of eternal suffering, and if you saved
enough innocents, then you also see them escaping on the subway train.
If you watch all the way through the credits, you'll see a funny scene
with Werewolf/Arkady at the very end.
Congratulations! You've beaten Hunter: The Reckoning!
Back to Table of Contents
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XI. Bosses
(Any useful hints or tips? Send them to me and I'll credit you in the
FAQ!)
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Playground Boss
Found in Level 3: Playground
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OK, this boss has three ways of attacking.
First, he can pound the ground, and create a 360-degree earthquake that
can shake you off your feet. If you're not a fast character (like the
Judge) the best way to avoid this is jumping when the quake ripples out
to you, which takes some timing. Faster characters such as the Defender
can usually run out of its way with little effort.
His second attack is swiping at you, which usually happens when you're
too close to him. His left hook is vicious.
His third attack, and the one I think you really have to watch out for,
is dropping about six Skitters at a time from goodness knows where (it
looks like his back) and they tend to sneak up on you when you least
expect it.
Tips to beat him: Like most of the bosses you'll face, basically you
want to avoid his attacks as much as you can and run around in circles
while shooting at him. I know this probably is just common sense, but
what you really need is a good handle on how to strafe, and shooting
while running backwards is key.
It can get tricky with more than one Hunter playing, and it seems to me
that beating it with one is easier than beating it with a team, but
maybe that's just me. He has a health meter so you can watch your
status, and you can tell that he's starting to hurt when your shots
turn him red instead of a sickly yellow. I used my Machinegun and
shotgun, and waited on getting the replacements until after I had
beaten the boss, so that I had something with which to go into the next
level. Once I ran out of Special Weapons, I used my unlimited ranged
weapon.
So it takes a while, but use the Health Glyph if he hits you, and you
should still have several continues just in case you die.
Another option to beat him is getting him on one side of the fence
while you are on the other. The Zombies and Skitters might come around
at you, but you can shoot through the fence and it will take off life
from the boss. Time-consuming, but safe.
Back to Table of Contents
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Teddy Bear
Found in Level 5: Church
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The first thing you want to do is shoot out all the benches so you can
run through them.
Try to kill off the first two Blue Specters, after which three more
will pop up. I'm pretty sure you only get five, but once you've killed
them off they shouldn't respawn. Machineguns and Shotguns work pretty
well for this as well as some Edges, and if you can just keep running
in a circle while shooting behind you, it shouldn't take too long to
kill them off.
The Teddy Bear has several attacks: taking swipes at you if you're too
close, running and pouncing on you, and spewing some sort of vomitous-
like substance, which hurts you a lot.
After you get his health down a lot, he'll start jumping and pounding
the ground to create an earthquake effect. His earthquake attack covers
a lot more ground than the last boss, so even if you have a fast
Hunter, you still need to be good at timing your jumps.
Once you've killed off the Blue Specters, I would run diagonally from
corner to corner to keep your weapons aimed at him while he's running
at you on a straight path, and when he gets close, you can run around
him and back to the other corner. Switching between the Health corner
and the Conviction corner is probably the best idea, and gives you good
camera angles to work with. The altar also provides a good place from
which to defend, because he cannot climb over it and you can. Judge's
Word of Power does a decent job of taking off the Teddy Bear's life.
A tip from WARTEK:
The best way to defeat the Teddy Bear without wasting ammo or losing a
life is to get out your melee weapon and start hacking away. This works
because he rarely uses his shockwave attack when you're at that range,
and when he spews it goes right over your head. Plus, his claw attacks
aren't very powerful so you are at a total advantage
Back to Table of Contents
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Warden Degenhardt
Found in Level 13: Mansion Interior 1
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OK, you can do this a number of ways: Run around and try shooting him
while avoiding the Tentacles that pop up and his attacks, or you can
stand close to him and attack him with your melee weapon. The quickest
way is to do it melee-style, and you're bound to lose several lives,
but it's over in a minute or so.
A tip from "Anthony the Avenger":
Run around until you're directly behind him and then unload your
chainsaw, takes about a minute to kill him and you shouldn't lose a
life.
His attacks consist of a shockwave that will knock you back, whipping
you with his tentacle-arm, and Tentacles will also appear randomly
throughout the room. If you stay by the Health Glyph on the right side
of the room and attack him up close, you might be able to kill him
without losing more than two lives.
If you choose to run and attack, you'll probably use most of your ammo
and still lose lives simply because of his attacks and the Tentacles
around the room, so it's up to you.
Another tip for fighting multiplayer:
1. You must have at least two players.
2. When Degenhardt is chasing one person, they should try and get a
pillar between them and him.
3. If you are lucky, he will keep running towards you but be blocked
by the pillar, allowing the other Hunter to empty everything they have
into his back!
4. The person behind the pillar can do some damage too if they have a
flamethrower, as it can be fired round the pillar.
5. You can evade all of his attacks by jumping.
Contributed by: Tom A. and Angus T.
Back to Table of Contents
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Dr. Hadrian (and his very strange left appendage)
Found in Level 21: Morgue
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OK, this is a fairly tough Boss simply because while you're fighting
him, you're also getting attacked by Hulks, Skitters and Playground
Beasts. This starts to happen after you've taken off about half his
life, and suddenly you'll notice the room is getting very crowded.
Try to stay close to him, because if you get too far away you end up
wasting your ammo on the other things, but try not to let the monsters
build up too much. I think you're probably guaranteed to lose a few
lives on this, at least two or three maybe.
His main attack, besides spawning other creatures, is emitting this
green ray that will take off Health and slow you down for a few
seconds. A good defense is to roll out of the way, or jump if you can
time it right.
The Flamethrower seemed to work pretty well on him, as well as the
other Special Weapons, but I think attacking him up close is probably
the way to go. Every time I tried to Heal, the other monsters would
usually take off another chunk of life, so I found that if I stayed
near him, used my Conviction on the other creatures, and attacked him
with Flamethrower or whatever I had until I died and could respawn with
more Conviction that I only used three or four lives on average. I
still don't like losing that many lives, so I'll keep working on it.
A tip from "Anthony the Avenger":
The key is to unload the flamethrower on him while running around, and
then use the machine guns and shotguns on all of the freaks. I made
sure I killed all of the freaks in the room while I was fighting him
and unloaded some shots on him too. Whenever I got low I used the
health glyph and when he started flashing red, I once again got behind
him and unloaded the chainsaw. That chainsaw will get em everytime!
A tip from COOL3PO:
First off run for the back room (i stupidly battled in the coridor for
a bit of time before realizing i should skip it...)
The battle starts and Dr. Hadrian stands in the center of the fleshy
door way firing green orbs at you and there are a few white vomit
things just kill those, then simply strafe while firing your primary
weapon. when hulk begin spawning again just defeat them while dodging
both the doctor and the hulk themselves. after so much damage to the
doctor two playground boss come down to play, i fired a few more shots
into the doctor before deciding to switch to the machine gun...
literally run circles round the playground bosses while strafing and
firing on the doctor, you'll take out a few hulk and lose a few bullets
to the playground boss but once your out of ammo for the machine gun
you switch to the shotgun, at which point i begain running a half
circle on the side of him with the door way, this provented the
playground boss from getting to me and you finish what was left of his
health pretty quickly.
Back to Table of Contents
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Carpenter/Arkady
Found in Level 24: Death Row
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Remember, you need to destroy his anchor before you can destroy him,
and what else is in the room but, you guessed it, the Electric Chair.
If you have teammates, someone should shoot the Electric Chair to
destroy it, and once that's done, killing Arkady is a piece of cake.
The Rocket Launcher works well for this: It takes about 8 Rockets to
destroy the Chair. If you're alone, try doing a running attack where
you run towards the chair and aim with your Rocket Launcher, just don't
get too close when you shoot it otherwise you can blow up yourself.
One thing is for certain, Arkady fights close combat, so you constantly
need to be moving. Machinegun and Shotgun will help you out with him,
but he does take a while to kill, so be patient and run him up and down
so you can get a good aim at him when you shoot. It's hard to miss him
actually, because he follows so close.
If you have the Judge Hunter, Word of Power does an excellent job of
taking off his Health in big chunks, and when you run out of
Conviction, fight with your melee/ranged weapon until one of you dies.
(The only way to get more Conviction, unfortunately)
He has an attack similar to the Martyr's with two knives in his hands.
He also has kick moves, so watch out for that. If you don't mind the
potential loss of life, fighting him with your melee weapon seems to do
some decent damage as well.
Back to Table of Contents
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Werewolf/Arkady
Found in Level 24: Death Row
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As if fighting him the first time wasn't bad enough, you have to fight
Arkady again as a Werewolf in the execution room. This time he's a
little more bulky, so that cuts down on his agility slightly, but you
still gotta be quick to escape his clutches. He can follow you and
smack you across the face, and he can also release a 360-degree circle
of Blue Specters, which is the only time he's standing still, so you
must take advantage of this opportunity. You can jump out of the range
of the Blue Specters if you time it right. Use your Rocket Launcher
first while he's standing still, and the Machinegun and Flamethrower
are good too. Shooting him while he's standing still is the key to
beating him, so hopefully you have good aim!
Once you get his Health down a little ways he will add a new attack.
Standing still for a second, he sends out a blue beam with a white
Skull-shaped thing in front that takes off a lot of life. Avoiding this
is a good idea since it can take off nearly all of your Health. There
is no anchor to destroy this time, so just keep running and shooting,
and I will try to come up with better ways of killing him quicker, not
that it actually *kills* him, but you know what I mean. Judge's Word of
Power also works quite well here.
Back to Table of Contents
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Degenhardt
Found in Level 30: Attic
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This guy is really not as bad as he might seem at first. Sure, he has
these annoying black arms that whip at you, and he beats up on you a
lot, but the trick is to get him away from the window that he's in
front of, and once you do that, it's not too hard to beat him.
His attacks consist of:
Tentacles throughout the room, and ones that he whips at you with if
you get too close to him.
Sending out these red beams that hit you for Health damage, and it also
slows you down a lot.
Whipping at you with his tree-like arms.
*****Once you free all the innocents he can triplicate himself, so stay
out of his way when he does this.
(You can free two, but the freeing of the third innocent is what
triggers the Triplication)
Getting too close to the red vortex on the right isn't a good idea
either.
Attacking him when he's standing in the center of the room doesn't seem
to do any good (He's Healing himself from the vortex) so perhaps you
can use this time to shoot at the window and Heal.
Some Edges (Word of Power that I know of) works OK to knock off some
Health.
There seems to be a minor glitch that can kinda hang you up. In front
of the red curtain between the two windows, but a little further out in
the room, almost like a pillar that didn't quite get taken out of the
game. At least in my game, I'll try to run forward and can't, so I have
to go around that spot.
Use your weapons to shoot at the boards covering the window, and his
attacks will also break the boards away if you're standing near the
window. Keep Healing on the Health Glyph, and hopefully you have enough
Continues to last until the boards break away to let the sunlight
inside the room. You'd think he'd have thought of that, huh?
OK, update on this Boss: Best things to do is use your Chain Saw on the
window after you get the Warden away from it. Special weapons will work
too (although not the melee weapons) but nothing is as fast as that
gas-guzzling baby! Keep Healing and hacking away at the boards and the
fight is over in a matter of a few minutes!
A tip fom Faulk:
Use the Chain Saw until the boards pop off, then he comes back with a
new rage, so hit him with your rockets until he goes to heal himself,
then go back over to the window and use your shotgun against the boards
at close range and it should knock the rest of them off. You shouldn't
even have to die once!
Back to Table of Contents
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XII. Codes, Hints and General Strategy
>> There is *NO INVULNERABLE* code or cheat. Several people have
emailed me to tell me this, and I confirmed it myself from the game
designers website. They planned to put one in but didn't, and forgot to
take that part out of the loading screen.
>> All Weapons (Entered using the Directional Pad)
Works at any point in the game. This code gives you the Combat Shotgun,
Bull-Pup Assault Rifle, Flamethrower and Rocket Launcher. You also get
a Chainsaw, but there's no gas in it...? You can actually use it for
one swipe at a Zombie before you lose it though. For those of you that
like having a security blanket, this is the code to use.
B, Up, Left, Down, Right, B, B
Contributed by: Fishkick65 at GameWinners, also on GameFAQs Codes &
Secrets page
>> Sound FX Test (Entered using the Directional Pad)
Right, Right, B Button - random Female voice
Left, Left, B Button - random Male voice
Contributed by: Official Xbox Magazine
>> To get the good ending to the game, you need to save at least 50
innocents to send back to help fix the train.
To be honest, I think it would be pretty hard to beat the game using
less than 50 innocents unless you use the Glyph cheat. Has anyone ever
seen the Ending *without* saving 50 innocents? I'm curious to know what
happens, and am currently trying to do this, so I'll keep you posted on
what I find out. I would like almost like to see the ungrateful
innocents stuck forever in this town hehehehe.
>> Gaining Experience:
Each Hunter's Exp increases with each kill they make. In multiplayer
games you would gain partial points, but the Hunter whose attack kills
will gain the most points overall. Experience will increase your
Hunter's attributes and overall power, so you may want to make sure
everything is dead before you leave a level in order to power up your
Hunter for the big Boss fights.
>> Hint: Gargoyles are resistant to bullets (However, a Machinegun
doesn't do all that badly against it)
Source: Hunter: The Reckoning game
Gargoyles are only resistant to your standard weapons, any guns that
you pick up i.e. Shotgun, Machine gun will do damage to them.
Contributed by: DragonDude06
>> Hint: Ranged weapons are also useful against Gargoyles, especially
after improving your accuracy stats. It may take a while, but it does
the job. On levels like the hospital roof where they keep appearing,
keeping them at a distance is the way to go!
Contributed by: kari
>> Hint: Another good way to kill Gargoyles is Judge's Word of Power.
In Normal mode it will kill them with one shot, in Nightmare mode it
takes about two shots, but it is still quite effective against them.
Contributed by: CRUSAD9932
>> If you're having trouble defeating a Boss, try using a different
weapon against it. Sometimes using your melee weapons is a good idea,
because it will prevent the Boss from doing certain attacks, and
sometimes it's better to attack them from afar, so do some
experimenting!
Contributed by: Sam P.
>> Go to www.hunter-net.org to get a screen asking you for a user name
and password... is this where the elusive Invulnerability Code is at?
Only a hacker would know for sure...
Contributed by: gothic_raven
>> If you run toward a fence or a set of bars, then jump but keep
pressing toward the bars, you can get halfway through them. This allows
you to fire at enemies on the other side who cannot attack you (except
the exploding spiders, sometimes they can). This allows you to easily
clear those areas where you can see lots of enemies on the other side
of a fence (where you realistically should be able to blast them away
anyway).
Contributed by: Rusty
>> You can run faster when you're not aiming or strafing, in case you
need to get out of an area quickly.
>> Your weapon will automatically start to aim if you are near an
enemy. This is particularly helpful when there are enemies offscreen.
Your weapon will also point towards things such as benches, dividers,
and anything else that might obstruct your movement. In the sewer
levels, it will also point towards Skeletal Remains.
>> Dumpsters can be good places to jump into when you have a lot of
Zombies or dogs or whatever coming after you.
>> Glyph Cheat: You can use Strength and Accuracy Glyphs more than
once, and the Health and Conviction Glyphs more than four times too.
It took me *forever* to finally get it right, but if two people stand
on the Glyph and activate it at the same time, you will be able to use
it indefinitely. (You have to activate the Conviction and Health Glyphs
on the *fourth* time to use it forever.)
You can build up your Strength and Accuracy until they are off the
screen, which gives a lot of power to your basic ranged and melee
attacks.
If you are playing one player, you can plug in an additional controller
and activate it that way. Takes some practice to maneuver two
controllers by yourself, but it's worth it to kill things with one
shot.
**Note: This Glyph cheat may or may not work depending on where you
bought the game. Apparently, the Australian version was released about
three months after the U.S. release, and by that time the programmers
had fixed the Glyph bug. They may have also fixed it in the GameCube
version, because I heard from COOL3PO that it could be used for
multiple characters, but then after that the glyph was used up. In my
opinion, it makes it too easy anyway, I'm killing monsters with one hit
on "Nightmare Mode" which kinda takes the fun out of it. Although there
is something satisfying about going through the whole game without
losing a single life, which does take some effort.**
Contributed by: DBeasley, jjg22, The Lawrimore's, Chris P.
>> There is also a code for Maximum Weapons Damage, which I haven't
been able to figure out the effects or whether it works for sure, but
it is Down, Down, B, Y, Down, Down.
Contributed by: jjg22
>> If you're trying to beat the game single-handedly, and more power to
you if you are, a good Hunter to pick would be Father Esteban Cortez,
A.K.A. Judge. His crossbow is really good against the Vampires in the
later levels, and Word of Power is a great offensive Edge to have early
in the game.
>> You can unlock the Alternate Hunter and Nightmare modes when you
beat the game with any character.
It then needs to be activated in the Special Features section of the
main menu. To do this, press the A Button to change it to say
"Deactivate Alternate Hunter/Nightmare Mode" which actually *activates*
the mode.
>> The Alternate Hunter mode gives you the Hunters dressed in the
outfits that you see them wearing in the first Scene where Arkady gets
electrocuted, and Nightmare mode just means it's a little tougher than
it was the first time around.
>>Hint: Freeze your enemies
If you are running or walking around and notice a Zombie or tree whip
spawning (coming to life), get there fast enough and stand on top of
the place that it is appearing from. The enemy will be frozen and
unable to hurt you. Be careful, as many times you may get stuck with
the enemy and be unable to fight. If this does happen, take out your
melee weapon and hack away until you are free. Note: This does not work
with small enemies (dogs, rats, alligators and skitters).
Contributed by: Hardflip12338 at www.gamewinners.com
>>Glitch: Invincible Zombies
Play the game with two people with one being the Avenger and one being
the Judge. After you both gain your second Edge (Smite and Burden) find
a location with a lot of zombies. Have the Avenger use Smite and
immediately after that, have the Judge use Burden to freeze the already
dead zombies. When they unfreeze the zombies will be invincible.
Contributed by: Straton Kephart at www.gamewinners.com
>>Glitch: Invincible Hulks
Judge's Edge, Burden (Time freeze) after going through door in
hosp.int.1 meal hall, morgue
..Interesting (?) little side note: if you read the posters on the
left and right sides of the subway tunnel at the beginning, you'll
notice that that right has a Jerky Boys poster -I think- and the next
poster reads "Get your to-do list done in a New York minute, only "Do"
is replaced with a yellow circle, maybe an Xbox button? Next to that is
a picture of the NYC subway Metrocards and some other black-and-white
pictures, George Carlin, etc. Now go to the left side of the tunnel,
and it is the same as the other side, only it's mirror-imaged so that
all the words are reversed. OK, I'm probably the only one that finds
this interesting, but I thought I'd throw it in for laughs. I like
looking for the little details...
>> Also wondering if anyone has found a use for the Taunt button (black
button) other than just Taunting some Zombies from a safe distance :)
Does it rile them up and make them fight each other? Is it basically
useless, only for show? I'd like to know what you think....
Back to Table of Contents
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XIII. Credits
>> Well, to start I would like to thank all the people at Interplay,
Digital Mayhem, White Wolf and High Voltage for making the game and
writing the manual. Kudos to you, and keep 'em coming! I never played
the White Wolf pen-and-paper game, but I'm pretty satisfied so far with
the content of this game, and I always love a game with good replay
value.
>> I'd also like to thank Clark for making me get off my a88 to write
my first FAQ! Hopefully I didn't do anything wrong in writing it, and
hopefully I've helped some people with the game. If you have any
questions/comments, you can direct them to me at
[email protected] --
not promising I can answer every question you may have, but I'd at
least respond to any non-Spam emails. And remember what they taught you
in grade school, there is no such thing as a stupid question. :)
>> Finally, thank _you_ for reading this FAQ. It's been fun getting
responses and hints from gamers out there, and it's even more fun to go
back to the game and check out the advice they give me.
If you feel like you should have been given credit for something, or
have been incorrectly credited, please email me and let me know,
because I like to be as accurate as possible.
Any tips from gamers are credited within the FAQ, and are verified by
me before I'll list them in the FAQ, and may be paraphrased by me as I
see fit.
Must add here that I've had several husband-and-wife teams write me,
which makes me feel a lot more normal about being an adult female whose
primary hobby is playing video games.
***********************************************************************
The information in this FAQ is private and for personal use only, and
is either taken directly from the game manual (sometimes paraphrased)
or original copyrighted material from yours truly. This FAQ may not be
copied or distributed or re-posted without my consent.
This material also cannot be used by anyone without my express consent,
and cannot be used for profit.
Anyway, it's copyrighted material either way, and nobody likes a
plagiarist. If you would like to post this FAQ on your site or anywhere
for that matter, email me at
[email protected] and ask for permission.
You can find this FAQ on any of the following awesome gaming websites:
http://www.gamefaqs.com/ Game FAQs
http://www.cheathappens.com/ Cheat Happens
http://www.cheatcc.com/ Cheat Code Central
http://get-me.to/XboxCC/ Xbox Code Center
http://www.neoseeker.com/ Neoseeker
http://www.cheats.de/ German gaming site (in English)
http://faqs.ign.com/ IGN.com
http://www2.nonsologiochi.com/ Italian gaming site (in Italian)
http://www.cheatportal.com/ Cheat Portal
http://www.911codes.com/ 911 Codes
http://www.911cheats.com/ 911 Cheats
http://www.fastcheater.com/ Fast Cheater
http://www.25000cheats.com/ 25000 Cheats
http://www.pc-cheats.org/ pc-cheats
http://www.skali.com/ skali
>>This document Copyright 2002 by Erin Czerniak.
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