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                      ________________________________
                    /                                  \
                    |  PAINKILLER GUIDE / WALKTHROUGH  |
                    \ ________________________________ /

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Guide author: Orgulo
Guide version: 1.11
Game version: 1.0
System: PC

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/-----------------\
TABLE OF CONTENTS
\-----------------/

 1. INTRODUCTION
|<--------------->|

       1.1 INTRODUCTION
       1.2 USING THIS GUIDE
       1.3 CONTACT ME

 2. GAME
|<------->|

       2.1 MENUS
       2.2 MOVEMENT AND COMBAT
               2.2.1 MOVEMENT
               2.2.2 COMBAT
       2.3 GAME FEATURES
               2.3.1 WEAPONS
               2.3.2 PICKUPS
               2.3.3 HAZARDS
               2.3.4 SECRET AREAS
               2.3.5 MISCELLANEOUS
       2.4 TAROT CARDS
               2.4.1 GOLD CARDS
               2.4.2 SILVER CARDS
       2.5 MONSTERS

 3. WALKTHROUGH
|<-------------->|

       3.1 - LEVEL 1/1 CEMETERY
       3.2 - LEVEL 1/2 ATRIUM COMPLEX
       3.3 - LEVEL 1/3 CATACOMBS
       3.4 - LEVEL 1/4 CATHEDRAL
       3.5 - LEVEL 1/5 ENCLAVE
       3.6 - LEVEL 2/1 PRISON
       3.7 - LEVEL 2/2 OPERA HOUSE
       3.8 - LEVEL 2/3 ASYLUM
       3.9 - LEVEL 2/4 SNOWY BRIDGE
       3.10 - LEVEL 2/5 TOWN
       3.11 - LEVEL 2/6 SWAMP
       3.12 - LEVEL 3/1 TRAIN STATION
       3.13 - LEVEL 3/2 ABANDONED FACTORY
       3.14 - LEVEL 3/3 MILITARY BASE
       3.15 - LEVEL 3/4 RUINS
       3.16 - LEVEL 4/1 CASTLE
       3.17 - LEVEL 4/2 THE PALACE
       3.18 - LEVEL 4/3 BABEL
       3.19 - LEVEL 4/4 FOREST
       3.20 - LEVEL 4/5 TOWER
       3.21 - LEVEL 5/1 CITY ON WATER
       3.22 - LEVEL 5/2 DOCKS
       3.23 - LEVEL 5/3 OLD MONASTERY
       3.24 - LEVEL 5/4 HELL
       3.25 - FROM NIGHTMARE TO TRAUMA

 4. CONTRIBUTORS / CONTRIBUTIONS
|<------------------------------->|

 5. VERSION HISTORY / UPDATES
|<---------------------------->|

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                          @-----------------------@
                          |    1. INTRODUCTION    |
                          @-----------------------@

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                              1.1 INTRODUCTION
------------------------------------------------------------------------------

Welcome to my Painkiller guide. This is my sixth guide, and since I was
getting tired of the format I used in my first five I decided to change it to
some sort of barbed wire thing. Not quite convinced it works, but it's meant
to suit the feel of the game. Or something. Who cares.

Before I go on: if you're reading this guide for no other reason than to get
help with secret areas, please skip to section 2.3.4 now.

My guides to Painkiller's expansions, Battle Out Of Hell and Overdose, are
also available on GameFAQs.

---

In Painkiller you play the role of generically named Daniel Garner, who gets
killed in a car crash along with his wife, Catherine, in spite of having the
requisite stubble, dark hair, leather jacket and pissed off facial expressions
you'd expect of any car crash survivor. Daniel spends thirty years battling
countless demons in limbo, until Sammael, an angel from Heaven and a hot
basketball prospect, offers him a chance to redeem his sins and escape from
his torment. Daniel could also be reunited with his wife, who after thirty
years of waiting could reasonably be expected to have shacked up with someone
else by now. But anyway.

Daniel only has to do one piddling little thing to get his afterlife sorted
out once and for all: fight his way through over twenty of Hell's realms -
which, by the way, are all based on things which can be found in human
civilizations - in order to rid the place of four of Lucifer's horriblest
generals, not to mention Lucifer himself. Because, frankly, demons of their
sort are just not welcome in Hell.

There are certain things Sammael isn't telling Daniel; such as whom to trust
and whom not to trust, where Daniel's supposed to go, and where Sammael gets
his hair done.

Daniel will have to figure these things out with the help of the people he
will meet along the way, be they friend, foe or barber. So get on with it.

---

Painkiller is not a complicated game. You run, you shoot, they die. The game
it reminds me of most is not Doom or Hexen, but a game called Smash TV which
used to be on the SEGA Mega Drive years and years ago. The premise of Smash TV
was that you got locked in a room on your own (topdown view) and you ran
around backwards with your finger pressed on the firing button while tons of
enemies swarmed mindlessly at you. You erased everything from one room and you
moved onto the next. And that was it.

You might not run around backwards quite so much in Painkiller, but there is a
lot of moving from area to area, eradicating everything you see until the game
lets you move on. The only requirement for being able to complete this game is
an ability to point your crosshairs at monsters and fire at them until they
die, while simultaneously avoiding death yourself. If this sounds like
something you might find entertaining then please read on - I was pleasantly
surprised by how cool this game is, and hopefully this guide will help other
people appreciate it too.

---

I've tried to bung in as much as I can about the game, but I'm no expert. I've
never gone to any Painkiller sites or forums, or even discussed the game with
anyone else, so if I make any huge errors it's because practically everything
I know about the game has come from playtesting it and reading the manual.

I know it's an old game by now, and I also know (though I haven't checked)
that there may now be a hundred guides and walkthroughs for it. Always the
optimist, I've decided this means that another one won't hurt.

I played the game on Nightmare difficulty when writing this guide. For this
guide to make total sense, and also for a proper challenge, I suggest you
start your game on Nightmare too. Your game experiences will more closely
mirror mine, you'll get to play the Prison level, you'll meet the same enemies
in the same places, etc.

I'm also assuming that you're approaching each level with a view to obtaining
the tarot cards, so that's how I've arranged them. If you already have the
tarot cards you can totally ignore my salient advice, as many have before you.

I have to play the unpatched game, as many other people using this guide may
not be able to obtain patches but will still be looking for help. Patches are
available however, and you should get the most recent patch if possible; just
bear in mind that your game experiences may differ from mine if you're using a
patch when I'm not.

I hope you enjoy this guide and that it helps you out. Thanks for reading :)

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                            1.2 USING THIS GUIDE
------------------------------------------------------------------------------

Please view this guide in a text viewer / editor with a set fixed-width
font, or else it might look a mess. I use Courier New, Size 10.

Use the Find command (CTRL + F) with the numbered contents menu at the start
of the guide, in order to quickly jump to the section you want.

I have put the main walkthrough section of the guide towards the end, after
all the other game information. This is not a design flaw - it's deliberate.

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                               1.3 CONTACT ME
------------------------------------------------------------------------------

As the game is now quite old, and since I now consider this guide complete, I
have no intention of updating it in the future and will therefore no longer
respond to feedback.

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                              @---------------@
                              |    2. GAME    |
                              @---------------@

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                                  2.1 MENUS
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Before you begin playing Painkiller you'll probably want to customise it so
you can get the most out of it. Here are some notes on things you might want
to look at in the Options menu.

CONTROLS > General
------------------

Arrange your keys so that they are pretty close together - this will make it a
lot easier to manoeuvre through the game.

You can pretty much ignore the next / prev weapon keys, as they are far too
sensitive.

Make sure you put distance between your quicksave and quickload keys - the
defaults are fine. This is in case you accidentally hit one when you're trying
to hit the other. Quickloading when you don't want to is not fun.

Mouse sens. was a bit high for me - I put mine down to 33, though this is
subjective and depends on your style, make of mouse, etc.

For once in a FPS game, mouse smoothing is a good thing.

CONTROLS > Advanced
-------------------

Assign a number key to each of your weapons and select them this way during
the game. I recommend making the electrodriver number four instead of five, as
it's the fourth weapon you'll find in the game.

Make sure you have a key for the flashlight, and remember what it is. The game
often turns the light on automatically in certain dark levels and areas (eg.
Cemetery, Asylum), but your game tends to suffer from frame loss while the
flashlight is on, so you'll want to be able to turn it off. If your game is
slow, it might be because of the flashlight.

CONTROLS > Weapons
------------------

Configure your primary and secondary weapons for yourself in here; though I
suggest you swap the chaingun and rockets around, so that the chaingun is the
primary.

Turn off Pickup Priority if you don't want the game to automatically switch to
every weapon you pick up.

HUD
---

Take headbob all the way down to 0, as anything else will affect your aim
while moving. Plus it just looks bloody stupid.

I tend to go with a bright green cross for a reticle, as this colour is
probably the easiest to see against Painkiller's background colours.

SOUND
-----

Turning off battle music will allow you to hear the sound effects and great
ambient music better; but leaving it on will give you advance warning every
time you're under attack. Now that I know from long experience where every
enemy is I tend to turn if off, but suit yourself.

VIDEO
-----

This is where to sort out any speed issues you're having. The lower the video
settings the faster the game will play. Just don't disable stuff if you don't
have to, because Painkiller is a good-looking game and you'll want to
appreciate it.

Some levels and areas are much more likely to slow up than others. The rule
is: the more polygons on screen at once the slower the game will move. So big,
wide open areas with falling rubble, monsters everywhere, weather effects,
lots of buildings standing around the periphery - these areas will move pretty
sluggishly if, like mine, your computer is not quite up to the task.

Three of the bosses' arenas are also pretty dodgy at times, since there's a
lot going on and the boss sprites are so enormous. Try to find a nice balance
between looks and speed, though this depends on your own system.
______________________________________________________________________________
______________________________V1.7 CONTRIBUTION_______________________________

jetscope <[email protected]>

"in the beginning, when you're explaining about the video settings, you say
that the boss sprites are really big. Actually, the bosses use models, not
sprites - sprites are two-dimensional (they have only one side and rotate with
your view), as opposed to models, which are fully three-dimensional. Doom used
eight main sprites for each enemy, to create the illusion of them being three-
dimensional - when you walked around them, different sprites switched on and
off."
______________________________________________________________________________
______________________________V1.7 CONTRIBUTION_______________________________

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                           2.2 MOVEMENT AND COMBAT
------------------------------------------------------------------------------

This section is here to help any new players deal with the basics of
Painkiller - how best to move through the levels and kill the monsters
populating them.

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/================\
| 2.2.1 MOVEMENT |
\================/

Movement is important in combat - covered below - but it's also vital for
progression through each level. You will encounter plenty of obstacles
in this game: some can be ignored; some will need to be overcome to proceed;
some will let you reach secret areas or bonuses.

It's easy enough to jump over small gaps, or to aim to land on sloped areas
while dropping through the air to avoid taking damage, etc. But other barriers
are more complicated, and you'll need to practice certain things before you
can get by them with ease.

For example, some ladders are buggy and they will only let you climb on at a
certain angle. Some conveyances move while you are standing on them, and
you'll have to compensate in order to avoid falling off. Some routes are very
narrow and can cause you to slip off either side, meaning you'll have to go
all the way back to the start and try again.

It's important to know how to jump properly. It's not quite as simple as
jumping forward or sideways and then landing. There are a couple of other
factors: one is that you slide a little when you land after a moving jump, so
if you land on an edge you could well fall off; another is that if you jump
forwards off an edge and press backwards at any point of the jump, you will
suddenly stop moving forwards and simply drop straight down. This is good if
you need to land on a certain spot underneath you, but bad if you mistime it.

Quick-jump:

The most important thing to know about is the quick-jump (my name for it -
dunno if other people have a different term). To quick-jump you just keep
running and jumping, but press jump every time you land, so that you do a
series of long skips in quick succession (remember this from Thief: The Dark
Project?). You get a great speed and distance increase, you can get past any
nearby enemy before its melee attack has a chance to hit you, and quick-
jumping can also let you jump up slopes and ledges to reach places which
normal jumps can't.

Try to jump onto a low, sloped ledge with just a normal jump. If the ledge is
too high you won't make it, but if you quick-jump onto it you can get all the
way to the top. There is a great example of the difference between jumping and
quick-jumping in the Docks level: there is a part of a crane which is almost
vertically sloped - one normal jump would barely let you get off the ground,
but if you quick-jump onto it and keep pressing jump while you move up, you
can reach the very top.

Quick-jumping off an edge can let you soar a great distance to reach a ledge
opposite; whereas one normal forward jump would never be able to scale many of
the gaps in the game.

Throughout this guide I refer to quick-jumps; and also standing quick-jumps,
which is my term for the quick-jumps you have to do when you have no space for
a run-up. To do a standing quick-jump you just jump straight upwards and then
press forwards and jump as you land - this lets you do a forward quick-jump
which will reach farther than a normal forward jump.

If ever you find yourself unable to reach a certain area, try experimenting
with the quick-jump. Every single level has places where quick-jumping will
greatly benefit you, and most secret areas are only accessible through quick-
jumping.

Directional arrow:

The arrow at the top of your HUD points to the nearest enemy. When there are
no enemies left in the current section, it turns red and points to the next
checkpoint.

When there are still some enemies remaining in the current area but none of
them are near enough, the bloody thing breaks and points due north. This means
that you're going to have to hunt in every corner until you find those hidden
monsters and kill them off, at which point the arrow should work again.

The tiny red arrows above or below the main arrow tell you whether your target
monster or checkpoint is laterally above or below you. So if you're on a cliff
and the arrow has a red arrow under it, you'll have to get all the way down
the cliff until the small red arrow disappears and you know you're level with
your objective.

------------------------------------------------------------------------------

/==============\
| 2.2.2 COMBAT |
\==============/

The most important thing to learn if you want to stay alive right to the end
of Painkiller is that you have to keep moving while in combat. Unlike in
certain other FPS games, Painkiller's monsters are almost totally inept at
hitting moving targets, even at Trauma difficulty.

If you want to just stand still and fire you will find it easier to hit the
monsters teeming around the place, but you yourself will be much easier to
kill. You can often find vantage points where the monsters can't reach you (at
least the melee ones), and you can get sniping or chucking grenades down on
their heads.

However, the majority of the combat will come in areas where you'll have to
run around constantly, keeping out of the way of any monsters while doing your
best to create big problems for any chasing you.

Running is good, but quick-jumping is unparalleled when it comes to avoiding
enemies. No monster who moves along the ground is as fast as you while you're
quick-jumping.

Avoiding missiles is a little more difficult than avoiding melee attacks, but
all missiles in the game fly in horizontally straight lines (some arc through
the air but none can change direction), so predicting their flight paths is
easy. Some are faster than others (zombies' missiles are much slower than
vamps'), and some have limited range (they'll evaporate before reaching you if
you put enough distance between you and the monster firing at you).

Use your weapons intelligently. Using stakes against big groups of skeleton
soldiers is just dumb - break out the rocket-launcher and remove them all with
just three or four rockets. Use instant-hit weapons like the shotgun and
chaingun against fast-moving monsters. Quick-jump around in circles, drawing
lots of monsters into one tightly-packed group so that they're easier to take
out at once with a few grenades.

Use as much cover as possible too. Let monsters come to you if you can,
letting them walk around a corner and into a shotgun blast or a burst of the
electro. You don't have to run around in big open areas where you're
vulnerable: peek around corners instead and eliminate one monster at a time.
Hide behind non-explosive objects and shoot out the explosive ones when the
monsters get near them.

Basically, just think about the monsters you're meeting and the area in which
you're meeting them. Gain any advantage you can by using the terrain, and
remember each weapon's capabilities and each monster's vulnerabilities.
Strolling around mindlessly while you empty your shotgun is not a technique
conducive to easy completion of this game.
______________________________________________________________________________
_______________________________V1.8 CONTRIBUTION______________________________

Thomas Tarpey <[email protected]>

"if you are about to be trapped by melee creatures (the skeleton troopers from
the Train Station and Abandoned Factory, for example) you can bunny-hop
(quick-jump) onto the monsters - it'll give you a much larger jump than a
regular quick-jump, one large enough to even get you onto a building if one is
close enough, and certainly big enough to get you out of the group."

-=#=-

Nice trick, I don't know why I didn't think of this :)
______________________________________________________________________________
_______________________________V1.8 CONTRIBUTION______________________________

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                              2.3 GAME FEATURES
------------------------------------------------------------------------------

This section describes most of the things you're going to find in the game, as
well as how to use, destroy, or avoid them.

------------------------------------------------------------------------------

/===============\
| 2.3.1 WEAPONS |
\===============/

Painkiller has five weapons for you to eradicate beasties with, and each
weapon has two modes of fire (the painkiller and electrodriver have three).

Once you pick up a weapon it will stay in your arsenal from then on, which
includes being carried over into future levels. Even if you don't pick up a
weapon when it first occurs, you will be given it in the next level. For
example; the rocket-launcher appears for the first time in the Train Station,
but you can avoid it and yet still be carrying it from the beginning of the
Abandoned Factory.

The weapons each have primary fire and secondary fire, but each will activate
only if you carry the appropriate ammo.

It's important to know not only which weapons to use in each level, but which
to use in each section of each level. You may find yourself swapping weapons
constantly in each map, once you learn where the monsters are and what the
level's layout is.

---

PAINKILLER
----------

The painkiller is your default weapon - you have it from the very start of the
first level and onwards.

Primary:

The primary mode of fire creates a whirl of blades spinning in front of your
face, which can cause severe damage to any monster who tries to hit you in
melee combat. As cool as it looks, this is only something to fall back on when
all else fails, such as when you're trapped in a corner. The best way to use
the blades is to hold down the fire button and strafe your enemy in circles,
hitting him on his sides and back before he has time to react.

The blades can also be used to quickly reposition certain indestructible
objects found in the game, which is easier than simply pushing the objects.

Secondary:

This launches the killer, a warhead which flies straight ahead until it
impacts on a wall, object or monster. If it hits an object the object will
explode.

If it hits a wall (within a certain range) the killer will stick to the wall,
and then, when your crosshairs are pointing roughly at it, a yellow beam will
be drawn between your hands and the warhead. This beam will cause damage to
any monster passing through it, even killing the weaker ones altogether.

If the warhead hits a monster before it hits anything else, the monster will
take damage and the warhead will return to your hands. Sometimes the monster
will be thrown in the air, taking damage or dying; sometimes the monster can
be thrown far across an area, though this only happens if you hit it over a
great distance with the warhead. This feature is useful to spring otherwise
unreachable enemies in close, so you can finish them off and collect their
souls.

Don't ignore the killer - it is a fantastic weapon, and also the most
satisfying to become good with. Later in the game you will get tarot cards
which allow you to deal double or quadruple damage, and the warhead is
fantastic when used in conjunction with such cards. Plus you'll save a lot of
ammo.

The killer has another use in relation to gold - see section 2.3.2.
______________________________________________________________________________
_______________________________V1.5 CONTRIBUTION______________________________

Earnest Shadie <[email protected]>

"The painkiller weapon has three modes. (1) Hold primary fire, spins primary
blades. (2) Secondary fire, fires killer warhead. (3) Secondary fire while
holding primary fire, launches spinning blades for a short distance then
returns ah-la boomerang in Zelda."

-=#=-

Nice one, I never knew about this at all.
______________________________________________________________________________
_______________________________V1.5 CONTRIBUTION______________________________
______________________________________________________________________________
_______________________________V1.7 CONTRIBUTION______________________________

Saraphan

"World-objects that are moveable using the secondary fire of the painkiller
weapon, can act as a sort of catapult or personal elevator. Examples of such
objects are the cart in the beginning of the Town level, the light fittings at
the Train Station level, but rubble from destroyable objects also work (but
they disappear so you have to act quickly). Stand on the object in question,
and hit the middle of the object with painkillers secondary fire (the killer
part). If the object you're standing on is very small and light, you might get
catapulted upwards immidiately. If it's a heavier object, just reapeatedly use
the secondary fire and notice how the object carries you upward (or sideways
if you didn't hit the middle of the object). Using this method, you can get to
some secrets areas in an unconventional way, or reach areas that are otherwise
unreachable. This trick is rather hard to to control and the practical use of
it is minimal, but it can be fun to play around with regardless.

Depending on the object, you hardly bob up or you can reach the ceiling of the
level (in outdoor levels) but the height of the jump is very unpredictable and
I can't seem to get all the influencing factors thought out. Like I said, tiny
objects may launch you up high with a single shot. Using one of the tiniest
pieces of the rubble coming from the strange cube-shaped thingies (when you
destroy them) in the cathedral level, I managed to catapult myself on the
ledge with the holy item. So yes, it may be practical in that situation. Since
there are several of them objects, you have several tries. I tried the same
thing with the chunks of pottery on the bottom of the same area in order to
get on the ledge where the superhealth lies. I wasn't able to pull that one
off. Perhaps it's the shape of the pottery, or perhaps I just had to try
harder (read: longer) but I'm pretty sure you just can't catapult yourself
that high.

It is, however, possible to get that high with other objects. For example, the
cart in the beginning of the Town level can get you to great heights (if
you're good and lucky). Because it's larger and you can actually step inside
of it, it won't slip from under your feet so easily. Shooting it continuously,
I managed to get on the balcony in the very first area where the cart lies. I
also managed to get over the right wall (immidately to your right when you
start the level and face the enemies in the second area). There's nothing
special there, but many gamers experience a small thrill visiting areas that
weren't meant to be visited. I also managed to get to the first secret area
using the cart (using my way, not yours :P). I didn't try any more, but the
cart might actually take you to some nice places.

In the train station level, you can reach the superhealth on the ledge where
the maso commando is using 'my' trick on the light fittings. With some
practice, this is actually one of the easier ones since the fitting doesn't
dissappear and you have relatively few choices of shooting it (aim down as far
as you can, and make sure the killer hits the middle of the fitting and shoot
repeatedly. You may have to move around a bit to get the balance as well as
your direction right.). You can also use this trick fairly easy to get the
holy item atop of the room that appears to be some kind of cantina (lot of
tables lying around)."

-=#=-

I tried this in the Town, bouncing up and down on the first cart, and I
managed to send it right over the wall and into oblivion, which wasn't much
good. I can see how this would be very useful for reaching quite a few
secret areas in the game, though I'd stress that none of the secrets are
unreachable without it. If you practice with it it could do you big favours,
and anything that helps people reach tough areas is surely a good thing.

Good luck in the Forest though, har har...
______________________________________________________________________________
_______________________________V1.7 CONTRIBUTION______________________________

SHOTGUN / FREEZER
-----------------

This is a useful weapon, available from the first level of the game. It never
stops coming in handy, and you will probably use it a lot until you get the
chaingun.

Primary (100 ammo):

This is the shotgun and it's pretty basic. Point and fire it at close to
medium range and it will drop most of the lesser minions and severely
discommode many of the bigger guys. If the monster is close enough when you
hit it, the shotgun blast can thump it backwards into the air, gibbing its
remains all over the place.

It's probably the most efficient weapon in terms of how much ammo it can
carry, and its only downside is that it's virtually useless at anything
greater than medium range. Its spread becomes much narrower when you are
carrying a quad damage, however, which in turn increases the shotgun's
accuracy.

Secondary (100 ammo):

This is the freezer, blatantly nicked from Duke Nukem (though improved upon as
well), and it's the weapon to go to when nothing else seems to be working. All
the non-boss monsters in the game can be frozen with just one shot, leaving
them very vulnerable to a simple blast of the shotgun or a few rounds of the
chaingun.

The freezer has a horribly slow reload rate, but it's not often you'll be
using it anyway. Most of the monsters just don't need to be frozen for you to
take them down. If you run out of freezer ammo then you're overusing it.

The freezer is useless against bosses and mini-bosses.

STAKEGUN / GRENADE-LAUNCHER
---------------------------

This is the closest thing you'll get to a sniper rifle. It becomes available
in the Atrium Complex level.

Primary (100 ammo):

The stakegun is the second best long-range weapon in the game, but it's the
most satisfying one to score hits with. Its reload rate is slow, so don't rely
on it in close-range melee battles; but one stake can impale and kill all but
the most powerful enemies, which does you a favour when you're trying to
conserve ammo for your other weapons.

The stakes can often stick enemies to the walls or spear two monsters at a
time. The stakes will burst into flames during flight if your target is far
enough away, doing more damage and therefore making them more effective at
destroying far-off monsters than closer ones.

The stakes fire in parabolic arcs, so you do have to adjust your sights and
aim just above your target. The quad damage removes the stakes' flight arc
and lets you fire them in straight lines, which comes in handy once or twice.

Secondary (100 ammo):

The grenade-launcher is probably going to be the most overlooked weapon in
your arsenal, with the possible exception of the painkiller. It becomes a
little redundant when you finally get a hold of the rocket-launcher; but the
grenade-launcher's reload rate is surprisingly quick, and it often pays to
dump several grenades into groups of enemies, rather than just one at a time.
I recommend it be your first choice weapon against bunches of templars.

The grenades bounce off walls and objects before exploding (though they
explode on impact with a monster), so make sure they don't bounce back and
smack you in the face. Unfortunately, their range is pretty limited, though
the splash damage is of course considerable. The grenade-launcher uses the
same ammo as the rocket-launcher, so try not to go overboard with the ammo.
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

rofl pwn <[email protected]>

"When you have the stakegun equipped, if you shoot a grenade and time it
right, you can hit the grenade with a stake from the gun and it makes your
steak explode wherever it hits. It's not too useful because of the timing
involved, but I thought I should let you know about it to help improve your
guide."
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

CHAINGUN / ROCKET-LAUNCHER
--------------------------

This is pretty certainly the most effective and efficient of your weapons.
There are very few situations that this weapon can't handle on its own. It's
just a pity that you get it so far into the game, but I guess that's the point
- it's too powerful for the early levels. It first appears in the Train
Station.

Primary (100 ammo):

This is the rocket-launcher, though I suggest you swap it to secondary.
Anyway, it fires rockets fast and in straight lines, and the rockets explode
on impact with anything. The reload rate is really good, and you can get great
results against groups of minions by firing the rockets at the ground in the
middle.

Be careful with the rocket-launcher, as it's the weapon most likely to do you
return damage if your target is too close. It's not a close-range weapon, so
whatever you do don't use it as one. On the other hand, it has a limited
range, and the rockets will just burst harmlessly once they've gone a certain
distance without hitting anything.

There's a bind available in the Controls menu for rocket-jumps, but they only
ever seem to shoot me in the feet. If the bind works for you then it might be
worth adding it to your repertoire, though as far as I know there are no
secret areas which can only be reached by rocket-jumping, so you'll never need
it in single-player.
______________________________________________________________________________
_______________________________V1.7 CONTRIBUTION______________________________

Saraphan

"Using the rocketjump hardly bobs you upward, but it does hurt you a lot -
don't use it... in singleplayer! In multiplayer, the rocketjump certainly can
be useful. Using the rocketjump key, you make a big jump but it does hurt you
a little. Not as much as with SP, though. Strangely, using the primary fire of
the rocketlauncher does not get you as much height as the rocketjump key. I
suspect the rocketjump key means both a jump and shooting a rocket. For that
reason, jumping and using the rocketjump key at the same time does not get you
any higher. So for best results, just walk or run, aim downwards and press the
rocketjump key."

-=#=-

Meh. Knew it wouldn't work in single-player. Sod it.
______________________________________________________________________________
_______________________________V1.7 CONTRIBUTION______________________________

Secondary (500 ammo):

The chaingun, the best weapon in the game. There's nothing this thing can't
do, other than take out more than one enemy at a time. It has unlimited range,
tons of ammo, extreme accuracy, fantastic reload rate, no return damage and
even cool sound effects. Combining this thing with certain tarot cards can
transform you into a one-man death machine, especially versus bosses.

You'll find that the freezer is better for certain high-level enemies, but I
would otherwise recommend the chaingun for just about every combat situation
in the game.

ELECTRODRIVER
-------------

This is one of those weapons that polarise opinion - you'll either use it as
much as possible or forget all about it until your other weapons run out of
ammo. You can find it in the Snowy Bridge.

Primary (250 ammo):

The driver's shurikens are like chaingun rounds, but without a lot of the best
features. Reload rate is slower; range is far from unlimited; ammo is at half
the capacity; perfect accuracy, but why use the driver when you can use the
chaingun? Great against bones and maso commandos though, especially if you can
get a quad damage, at which point your shurikens will explode on impact,
dealing even more damage.

Secondary (250 ammo):

The electro is the better half of this weapon, and should not be ignored if
you find yourself surrounded by melee enemies. In fact this is the best weapon
versus large groups of monsters running at you - even better than the
chaingun, as you can take out multiple minions at once without having to be
accurate at all, though you do have to be very close for the electricity to
reach them.

The ammo capacity is pretty decent, since you won't need to use the electro
very often, so you should always have the ammo available when you do need it.

The electro is also the one to use against those tough guys at the back end of
the game, especially if you've run out of freezer rounds. This is particularly
true at the beginning of The Palace.

Electroburst (10 ammo):

Like the painkiller, the electrodriver is set apart from the other weapons
by virtue of its special attack feature: you can dump an electrically
charged shuriken into a group of tightly packed enemies (make sure it hits
one of them - if it hits a wall or the floor it will stick there for a
while, acting like a landmine), and watch the pathetic minions spark and die
on the deck. This is immensely useful against every single type of non-boss
minion (well, except witches).

To launch a special shuriken, hold down the secondary fire - electro - and
press the primary to fire the shot. It takes a while to recharge, uses 25
shuriken ammo rounds at once (hence the 10 shot limit), and is useless if it
misses the monsters. Use with caution, but keep it in mind as an option. And
don't go too near any dying enemies quivering and sparking on the ground, or
you'll take damage.

DEMON MORPH
-----------

I've lumped the Demon Morph in with the standard weapons because it is
basically a weapon, with the souls of your enemies as its ammo. Collect 66
souls (or 50 if you have the Dark Soul card equipped) and you will
involuntarily transform into an indestructible juggernaut. All enemies
(including minibosses) become killable with just one shot of your weird,
ranged energy blast attack, and you cannot take any damage from anything
except Lucifer and his attacks (unless you're daft enough to jump into
oblivion or water).

You will see everything in black and white while Morphed, which makes it
difficult to see the souls of the enemies you are killing; though living
monsters are easy to spot, glowing bright orange.

The Demon Morph will wear off after about thirty seconds, at which point you
will have to collect another 66 (or 50 with Dark Soul) to reach another Morph.
You can collect souls while Morphed, which helps a bit.

Unless a tarot card condition demands otherwise - as some do - you should try
to plan your Morphs to coincide with your entrance into areas where you're
going to meet a lot of enemies. Using a Morph in an empty hallway is a total
waste, so try to avoid any stray souls which will push you over the limit, and
control your Morphs to maximise their effect in each level.

I've encountered a bug (only once) in the Abandoned Factory, where I Morphed
and then quickloaded. When the game was reloaded my FOV (Field Of View) was
extended the way it is when you're Morphed, even though I wasn't Morphed on
reload. To fix this I just reloaded while not Morphed, and the FOV sorted
itself out again.

------------------------------------------------------------------------------

/===============\
| 2.3.2 PICKUPS |
\===============/

Painkiller is littered with things you can pick up to help you progress
through each level.

---

GOLD
----

The only purpose of gold is to allow you to mess about with your tarot cards
between levels. Gold is less important if, like me, you never use gold cards,
though you'll definitely want to use the silver cards. The more gold you pick
up from each level the easier it will be to manipulate your cards. Gold will
vanish from the ground after a while, so pick it up when you see it.

Gold is most important in level 1/4 Cathedral, as collecting 500 gold from
that level will unlock the tarot card.

Gold can be collected by smashing breakable objects and then running over the
coins scattered on the floor. The game uses each coin to represent any amount
between 1, 2 and 3 (I think); so you may pick up 6 coins but find yourself up
by 15 gold.
______________________________________________________________________________
_______________________________V1.3 CONTRIBUTION______________________________

Tiit Teder <[email protected]>

"Hi! I just read your walkthru. In the gold section,You say, that special gold
are spawned randomly, but it isn't. These random times are,when You hit them
hard with a granade or a rocket. And you can get up to 4 pieces of special
gold per body. When they die,hit them rapidly with the PAINKILLER weapons
secondary fire and gold keeps appearing."

---

Thanks for this, as I believed they were purely random. I was amazed to
discover that this actually does work - I hardly use the painkiller, so maybe
that's why I never found this out earlier. The most I've ever gotten out of
one body was two trinkets, but if someone wanted to take the time to bounce a
lot of corpses around then they could really rake in the gold.
______________________________________________________________________________
_______________________________V1.3 CONTRIBUTION______________________________

Once in a while you will find special gold items lying around, dropped by a
vanquished enemy (who of course normally wouldn't drop gold). They'll look
like gold circlets or bangles, and they're worth 20 gold each. You'll know
when you've picked one of these up, because there will be '+20' or '+40' or
whatever, written in grey after the gold count in your stats window - 20 gold
per trinket.

HOLY ITEMS
----------

These are always hidden in secret areas, and are shaped as either crucifixes
or cups. They glow a golden colour, and you can see them easily even at a
distance.

Each holy relic will give you 100 gold upon pickup, though they're usually
hard to find or reach.

AMMO
----

The game contains boxes of ammo for all weapons except the painkiller, and
each type of box is pretty distinctive from the others. See section 2.3.1 for
more information about weapons and ammo capacities.

Ammo also comes in megapacks - big boxes which give you small amounts of ammo
for each weapon (though not beyond capacity).

SOULS
-----

Green souls are dropped by all killable minions, and each one will boost your
health by 1 point. As far as I know, souls ignore your base health limit, so
if you start off with 250 health (health pickup max) and then collect 50 souls
your health will be a huge 300. I'm unaware of whether there is an upper limit
on the amount of health souls can give you, but I've managed 415 health and
190 armour in City On Water.

Like gold coins, souls will disappear after a few seconds, so pick them up
while they're available.

Some monsters - lepper monks, executioners, skulls, minibosses - drop red
souls instead of green ones, and these rare pickups will give you an extra 6
health points.

Bosses don't drop souls, and neither do ghosts (which can't be killed anyway).
Some minibosses do drop souls, and these are always red.

Picking up 66 souls will allow you to Morph into a Demon: see section 2.3.1
for information on the Demon Morph.

HEALTH
------

There are two types of health pickup (other than the souls).

One is a swirling ball of pale gold, and it will give you a half-decent boost
to your health points, up to base level.

The other is the super-health, a swirl of green and red resembling a soul.
This will give you 100 health up to a maximum of 250.

ARMOUR
------

Armour comes in three types: the light armour will set your armour rating to
100; the medium will set it to 150; and the heavy sets it to 200.

Try not to pick up armour or health if you don't currently need it. If you
have 150 armour and you've just found a heavy armour, wait until your 150 is
mostly gone, then come back for the heavy armour later. This is much more
efficient than wasting the heavy for the sake of 50 extra armour points.

QUAD DAMAGE
-----------

You won't find this very often - it only appears a few times around the last
few levels in the game. It's a big skeleton helmet thing with glowing eyes,
and it will quadruple the damage you do for about thirty seconds, while
surrounding your HUD with a red border.

The quad damage makes stakes fire in perfectly straight lines; shotgun blasts
much narrower for greater accuracy; and gives shurikens an explosive
component.
______________________________________________________________________________
_______________________________V1.7 CONTRIBUTION______________________________

Taylor <[email protected]>

"I've got additional info about how certain weapons are different when you
have the quad-damage powerup.

Painkiller: With the killer stuck in the wall, the energy beam allows you to
be pointing at it very loosely; I think about 70 degrees off, instead of
about 10.

Chaingun/Rocket Launcher: Rockets travel at about 1.5x speed."
______________________________________________________________________________
_______________________________V1.7 CONTRIBUTION______________________________
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

Kelsey K <[email protected]>

"[When using the Quad Damage] The Electroburst special attack of the Electro
Driver uses 75 electricity and no shurikens.  I find it's best to shoot it at
the ground underneath a group of enemies or on a wall next to them because if
you do hit a monster the "mine" disappears with the corpse.

With the quad damage pickup or card activated (weapon modifier), the grenade
launcher shoots incendiary grenades."
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

------------------------------------------------------------------------------

/===============\
| 2.3.3 HAZARDS |
\===============/

These are all the things in the game that aren't monsters but can still do you
damage.

---

FIRE
----

Fire occurs in various places, but it's more dangerous in some places than in
others. Some fire won't harm you at all (eg. torches); some fire will do you
gradual damage for as long as you are standing in or next to it (eg. molotov
cocktails); and certain other fires will kill you immediately, no matter how
much health you have (eg. flames from the tops of the exploding tanks in the
Abandoned Factory).

Just avoid it in general and you should be OK, though baiting chasing monsters
into a burning molotov cocktail puddle is never a bad idea.

EXPLOSIONS
----------

Explosions can be caused by a few things, but they're almost always a result
of having shot out some barrels or ammunition boxes or gas tanks or whatever.
Don't be near any of these things when they're going off, though drawing
monsters in close can do you a favour and save you some ammo.

There are lots of objects you can explode in the game, such as barrels,
fireworks, ammunition boxes, and so on. Most will drop gold once they've been
burst, and certain other unique objects must explode in order to let you
progress through the level.

RUBBLE
------

You won't encounter much rubble in the game, but avoid it when you do. Falling
rocks hurt and falling pillars and masonry hurt more. Bosses are fond of
piling rubble onto your head, so keep an eye out for it.

MECHANISMS
----------

You'll only meet these occasionally, mostly in the Military Base, and they
consist of gun turrets, mortar platforms and moving tanks.

The turrets sit in corners of the ceiling and you'll have to figure out where </pre><pre id="faqspan-2">
the chaingun fire is coming from to take them out. One shotgun blast is
enough.

The mortar platforms are ranged around large outdoor areas and they fire
arcing shells at your present position. They have limited range but can do a
lot of damage - keep moving and keep your distance and the shells are easy to
dodge. The platforms themselves take five or six rockets before exploding, and
look out for the souls of the dead monsters who were controlling them.

The tanks move back and forward in straight lines, like mobile mortar
platforms. Five or six rockets again, and if there's more than one tank try to
put one behind the other so that only one of them can see you.

DROPS
-----

Don't drop off any high ledges or platforms if you can avoid it - you'll lose
armour and health.

WATER
-----

Water appears in some levels, and since you can't swim you will drown
immediately instead. Avoid, unless you're in the Old Monastery.

OBLIVION
--------

Dunno if this is its real name, but oblivion is when you jump into an area the
game was designed to block you from entering. You'll recognise these areas
when you find them, as you will die straight away. They include pools of lava
or the outer reaches of open-air levels.

------------------------------------------------------------------------------

/====================\
| 2.3.4 SECRET AREAS |
\====================/

I drove myself nuts trying to find all the secret areas and holy items in the
entire game, and as of v1.1 I've finally managed to find every single secret
and relic in every single level of the game, and now I need to lie down.

To enable you to quickly find (Ctrl + F) the mentions of each level's secret
areas, I've marked them all with a ~ symbol.

------------------------------------------------------------------------------

/=====================\
| 2.3.5 MISCELLANEOUS |
\=====================/

These things don't fit into any other category, so I've lumped them together
here.

---

CHECKPOINTS
-----------

These look like swirling blotches of red mist on the floor, and passing
through or touching them usually closes the area you've just finished and
opens the next one along. Some checkpoints in the Old Monastery appear as big
red metal pentagrams, and they don't act as savepoints (listen for the absence
of the usual whoomph sound when you hit them).

There are some buggy checkpoints that you should be aware of, where you can
get stuck in the level if you attempt to move on without first touching them.
The checkpoints almost always have to be hit in the correct order, so if you
skip one you could end up locking yourself in. Touch them when you see them,
and don't go too far ahead of them if you can avoid it.

EXITS
-----

This is a big blob of creamy white energy, and moving into it will finish the
level and present you with stats and a tarot card (if you completed the level
while abiding by the tarot card condition).

You can tell when the exit has appeared in place of a normal checkpoint, as
you will hear a very cool murmuring voice in your ear.

When the exit appears all (well, most) of the previously locked doors and
passages will open and allow you to explore the places you couldn't get to
earlier. Sometimes you can get all the way back to the beginning of a level,
though some levels just aren't designed for this. Use the opportunity to grab
those inaccessible holy items and secret areas. The exit deletes from the
level any monsters you missed on your way through, such as in the Military
Base.

CONVEYANCES
-----------

My pretentious word for things like lifts, conveyor belts, ladders... anything
that moves you through a portion of a level without you having to do so
yourself.

Lifts only go up or down once, and then they'll never move again. Some have
ladders going up the lift shaft, in order to provide you with a route up again
if you should fall to the bottom of the shaft.

Some of the ladders are a bit buggy, and you have to walk or jump onto them at
just the right spot in order to go up them. Be careful walking off the top of
a ladder - sometimes you jump and then fall off the other side of the top
platform. Sometimes ropes are used instead of ladders, but both ropes and
ladders are often difficult to spot, so look out for them.

Once in a while you'll be required to step onto a cable car roof, or a trolley
on a track, or a conveyor belt. These are often designed to carry you into a
group of enemies, so you might want to jump off before they reach the ends of
their preset routes.

PUSHABLE OBJECTS
----------------

These are all things you can shove around to provide you with a stepping
stone to a hard-to-reach area. You often have to move things about to reach
secret areas, and the bigger the object you use the better.

You can use boxes, barrels, light fittings, carts - anything you can move or
shoot off the ceiling or whatever. Move the thing into a good position and
then quick-jump up into it. You'll have to experiment for yourself, but you
can often get very cool results with long or tall objects.

Many objects can also be used as magic carpets if you whip out the
painkiller (see section 2.3.1).

CORPSES
-------

You'll find corpses in various maps; they're usually brown, featureless bodies
just lying on the ground. What makes them special is that you can repeatedly
zap them with the painkiller's warhead in order to get up to 5 trinkets out of
them for free.

-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-

------------------------------------------------------------------------------
                              2.4 TAROT CARDS
------------------------------------------------------------------------------

Each level in the game has a tarot card waiting for you at the end of it, and
all you have to do to obtain the level's card is to observe a certain
restriction while battling your way through the level.

Tarot cards come in silver and in gold. When equipped before starting a new
level, silver cards' effects will remain active throughout the level. Gold
cards can be activated once per level with your gold card button, and will
usually last thirty seconds, meaning that you should think carefully about
when you want to use them.

The game calls the cards 'Black Tarot Cards': don't let this confuse you. All
twenty four cards are 'black', but you only need to know which ones are
silver-black and which are gold-black.

Tarot cards can make a huge difference to whether you fail or succeed in
completing Painkiller's levels. You need to pick the right silver cards to
take you through each mission, and also pick the right gold cards to trigger
at special points during the levels.

Make sure that you have enough gold coins to let you mess about with the
cards, since all cards need gold before they can be placed on the tarot board.
Collect as much gold as you can during each level to make this easier.

Bear in mind that you can skip cards that you're finding difficult to reach,
then use what cards you do get to go back into the levels containing the cards
you missed before. In other words, you can play a Nightmare game, skip the
Train Station card if it's too difficult, pick up the Vitality and Forgiveness
cards from later levels, then equip them both and revisit the Train Station,
where those two silver cards will make getting the Soul Catcher card much
easier. I didn't do it this way - the guide is written to allow you to acquire
the cards in order.

------------------------------------------------------------------------------

/==================\
| 2.4.1 GOLD CARDS |
\==================/

These can be used once per level (unless you have the silver Forgiveness or
Mercy cards) and will last thirty seconds (unless you have the gold Time Bonus
or Double Time Bonus cards).

As far as I'm concerned the gold cards suffer from magic potion syndrome: you
tend to put off using them until you "really" need them, which turns out to be
never when you find yourself strolling through the exit.

Remember your three gold cards when you find yourself unable to get past
certain enemies, though to be honest I never use them. The perfect person to
advise you, in other words...

Here are the gold cards and their details, arranged in the order in which you
will find them in the game. I've included my own ratings of each card, but
ignore these by all means if you think I'm talking bollocks.

---

Endurance: Take only half the damage
Cost to place: 50
Rating: 2/5

Meh. The idea is to take no damage, and allowing yourself to be hit just so
you can revel in only taking half the damage is monumentally stupid. Stay away
from the monsters and don't be daft enough to let them surround you, and
you'll never need this. It's good while you're learning the game or just
generally sucking at it, but you can ditch it once you get good.

Haste: The world moves 2x slower
Cost to place: 100
Rating: 3/5

This comes in very handy at times, and in fact it may be the only one of the
three time-based cards you're likely to use. It gives you plenty of leeway to
react and avoid fire while it's in effect - useful if you're finding certain
battles a bit too hectic, and very useful for those tricky bosses.
______________________________________________________________________________
______________________________V1.10 CONTRIBUTION______________________________

Hiu Zhan Yuan <[email protected]>

"the haste cards slow the world but NOT u.u still make in the same speed but
they got slow. Tat means  u are 2x,4x or 8x faster than the demons or boss.
these card are extremely useful during boss fight. For example,while u are in
triple haste mode, 8 seconds have pass while it only count as 1 second. ( i
have test this myself). This 8x increase your firing rate,while u can easily
hit the boss because it moves like a snail. i have managed to beat the
guardian in 1 minute and 10 seconds using the double haste card and alastor in
3minutes and 20 seconds using double haste card.."

-=#=-

Yeah, it did occur to me that there must be something more to these cards.
Maybe it's just how I perceived their effects at the time, but if they help
they help.
______________________________________________________________________________
______________________________V1.10 CONTRIBUTION______________________________

Time Bonus: Golden Cards last 10 seconds longer
Cost to place: 100
Rating: 2/5

Well, it does what it says, but you only have three slots for gold cards, and
passive cards like this could be considered a bit of a waste. Have it equipped
if you can come up with a pair of proper cards which will be greatly enhanced
by this: otherwise ignore it.

Speed: Move faster
Cost to place: 100
Rating: 1/5

You move faster, but not by much. The quick-jump-in-circles approach makes
this one pretty worthless, and you don't need 100 gold to quick-jump.

Fury: Deliver 2x more damage
Cost to place: 200
Rating: 3/5

Painkiller's weapons are powerful enough to be able to cope on their own. I
can't think of many situations where you really need to do double damage -
single damage suffices pretty much all the time; except when you're up against
bosses, which is where it earns its crust.

The good news is that your painkiller's warhead becomes pretty formidable,
allowing you to save lots of ammo and wipe out enemies either one by one or in
groups.

Double Haste: The world moves 4x slower
Cost to place: 300
Rating: 3/5

Same as Haste, but doubly effective.

Dexterity: Weapons reload 2x faster
Cost to place: 300
Rating: 4/5

[Thanks to vic rabb <[email protected]> for pointing out that this card
was missing from previous versions of this guide, and also for providing me
with its details.]

An absolutely excellent card, which only loses one mark out of five because it
eats your ammo, as you would expect. Quite apart from allowing you to off
enemies twice as quickly, it also makes you feel like a titan of death. Or
something. Equip it.

Iron Will: Enemies can't hurt you
Cost to place: 666
Rating: 5/5

It's what you probably wanted Endurance to be, and although you should never
be pish enough to need this in non-boss levels, it really comes to the fore
when you are fighting a boss, especially since you can't Morph in the bosses'
arenas.

Invulnerability is the ideal in a frantic game like this, and all the other
cards are just props compared to this one. Just make sure you take full
advantage of it - equip it alongside cards that will let you rack up the kills
toot sweet.

It's not just enemies that can't hurt you - your own weapons won't do you
damage either, or explosions, long falls, etc.

Rage: Deliver 4x more damage
Cost to place: 500
Rating: 3/5

Well, as with the Fury card, you'll save a fair bit on chaingun ammo. But
there are still too few places where I can really see you needing to do this
much damage. True, you can mow down enemies faster, but that's not too hard to
begin with, as long you're smart about how you approach battles.

It earns its stripes when you carry it into a Trauma game - you're not going
to be able to Morph in Trauma, so this card is the next best thing. Use your
painkiller with this one and watch the enemies fall while your ammo count
stays the same.

Double Time Bonus: Golden Cards last 20 seconds longer
Cost to place: 300
Rating: 5/5

OK, you're using up a 'precious' gold card slot, but twenty seconds is a very
significant boost if you're someone who uses the gold cards - much more
noticeable than the effects of Time Bonus. Only useful against one Nightmare
boss - Alastor - but equip it intelligently and the benefits will be obvious.

Definitely take this one into a Trauma game and stick with it.

Someone has mentioned that this card doesn't work even after patch 1.61, but I
can't say I noticed. Might be worth watching out for though, and dump it if
it's not working for you.

Triple Haste: The world moves 8x slower
Cost to place: 500
Rating: 3/5

Haste cubed.

Confusion: Confuse enemies
Cost to place: 200
Rating: 1/5

This is fun the first time you use it - a big bunch of enemies milling around
and turning on each other is a laugh - but to be honest I don't want enemies
confused, I want them dead. Ignore this fun-for-two-seconds gimmick and go
with the decent cards. No-one's ever going to be this short of ammo.

------------------------------------------------------------------------------

/====================\
| 2.4.2 SILVER CARDS |
\====================/

Not for no reason are these generally more expensive to place on the board
than gold cards. They stay in effect for the duration of the level (if you've
equipped them beforehand), and the advantages are enormous. You may forget all
about gold cards, but the silver ones can greatly facilitate your passage
through this game.

The silver cards tend to be locked behind the harder of the levels, eg. boss
arenas or the hidden Prison. They are more difficult to get, but far more
valuable and worth working for than the gold cards. Though you can only have
two equipped at once.

Again, the cards are in order and I've rated each one.

---

Soul Keeper: Souls stay longer
Cost to place: 500
Rating: 2/5

Souls stay around just about long enough for you to grab them anyway, and this
card can be bumped as soon as you get a better one. Obviously. Use it if
you're a slow git, or if you keep finding yourself in difficulties when
getting rid of big bunches of monsters.

Blessing: Increase the initial health to 150
Cost to place: 200
Rating: 1/5

150 health is pretty nice, but the novelty wears off once you get below 100
and the card becomes utterly useless for the entire rest of the level. Replace
as soon as you get the chance.

Replenish: Double the ammo in ammo boxes
Cost to place: 500
Rating: 2/5

Hmm, it's good if you're a crap shot; but Painkiller's weapons are pretty
user-friendly and well-rounded, and the game's levels aren't exactly short on
ammo as it is. 500 gold is a lot for this effect - avoid.

Dark Soul: Morph into demon form at every 50 souls
Cost to place: 400
Rating: 4/5

This one is subjective. If you enjoy Morphing then this is heaven; but if,
like me, you actually wish you could turn Morphing off, this one won't be your
cup of hot mud. Definitely use it in Abandoned Factory, whatever your tastes.

Soul Catcher: Leech souls from a distance
Cost to place: 500
Rating: 5/5

I rely on this one for a long time. Your work to retrieve those souls is cut
in half by this card, and you can rake in the health even if you're just
standing in a corner, pumping chaingun rounds into the bodies of your enemies.
One of the most useful cards in the game, in my opinion.

One strange thing about this card is that it technically works even after
you're dead. If you die while you have it equipped you can still suck in the
souls of recently vanquished dead enemies while your body is lying on the
ground, unable to move. It would have been nice if this brought you back to
life, like a kind of safety net, but it won't.

Forgiveness: You can use Golden Cards two times per level
Cost to place: 1000
Rating: 3/5

I don't use the gold cards much at all, but if I did I would want this one
equipped. Tired of only getting one shot at gold cards, then realising you've
left them to the very end of the level yet again, where you no longer need
them? Problem solved.

Get your money up first, though. And bear in mind that this is worthless if
you're not going to hit that gold card button.

Greed: Double the amount of hidden wealth
Cost to place: 2000
Rating: 1/5

A card which appears very near the end of the game; doubles the amount of gold
just after you've settled on a general card configuration and no longer need
the gold; and that costs 2000 to friggin' place? I don't think so.

Vitality: Increase base health capacity to 150
Cost to place: 100
Rating: 4/5

Half the battle of Painkiller is staying alive, and this one gives you 50
health towards that object. It shifts upwards the normal limit of 100 (this is
where Blessing falls down), and so any health pickups you collect will be able
to go up to 150.

Not quite so great when you consider that souls and super-health could always
take you way above 150 anyway, but it's better to have it than not have it. I
recommend that this be one of the silver cards you rely on in a Trauma game.

Last Breath: Health regeneration when you're dying
Cost to place: 500
Rating: 2/5

This acts as an extra life - if you take enough damage to kill you the card
will automatically hand you 33 health at the very second you're expecting the
GAME OVER message. It sounds pretty decent but there are better silver cards
than this to help you stay alive, and it's maybe not worth using up one of
your two slots on a card that will only be used once, if at all.

Soul Redeemer: Souls provide more health
Cost to place: 1000
Rating: 3/5

It would have been nice to have been given this one a little earlier in the
game than just before the final level, since there are no souls in Hell and no
souls in Trauma difficulty.

The only way this card is useful is if you get it through Insomnia and keep
your cards when starting your Nightmare game. It gives you two points per soul
instead of one (including freaks' souls).
______________________________________________________________________________
_______________________________V1.8 CONTRIBUTION______________________________

Thomas Tarpey <[email protected]>

"the Soul Redeemer doesn't just give 1 extra health; it counts each soul
you've gotten as two for the purpose of health - when you use it and kill an
executioner (or any Red-Soul monster), you get 12 health, not 7."

-=#=-

Thanks, I didn't use it enough to spot this.
______________________________________________________________________________
_______________________________V1.8 CONTRIBUTION______________________________

Mercy: You can use Golden Cards three times per level
Cost to place: 2000
Rating 4/5

You get this one by killing off Lucifer himself; and for those people who use
gold cards a lot, this one's for you. If you won't use it don't equip it, but
it comes in EXTREMELY useful in a Trauma game to which you carried your cards
over.

Divine Intervention: All cards can be placed for free
Cost to place: 0
Rating: 1/5

Hmm, so this is my crappy reward for completing the horribly tough Forest
level. At this point you don't need your cards placed for free: you've got
every card in the game and you'll pretty certainly have picked your best five
and will continue to use them until you complete the game on Trauma.

You'll also have lots of gold (I had over 6000) since you won't have been
messing with your cards, so this card is doubly useless. The only good thing
about this card is that it completes the whole set.

-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-

------------------------------------------------------------------------------
                                2.5 MONSTERS
------------------------------------------------------------------------------

This section describes every monster that comes in numbers throughout the
game. They're all visually different, but many of them have special abilities
which you should be aware of. Some also have immunities or resistances to
certain weapons, and most of the monsters are designed to suit the levels in
which you meet them.

I've given each minion a danger rating from one to five, where a level of one
represents little or no danger, and a level of five represents big trouble.
These ratings are based on my experiences of each monster - you might totally
disagree with them.

I've given certain monsters a recommended weapon - these are just my choices
based on the fact that some monsters are particularly vulnerable to certain
weapons.

Some of the monsters come in miniboss form - I've noted these here and in the
guide sections.

---

AMPUTEE
-------

Danger: 2/5

They only have two features worth mentioning: they can cling to the ceiling,
and they can do a standing jump to hit you with melee damage. Otherwise
they're slow, weak and little problem.

ARABIAN WARRIOR
---------------

Danger: 3/5

They're almost the fastest enemies in the game (rolling beasts and special
witches are faster), and they have various ranged weapons. Plus they can
teleport around at will. In spite of all this they're still grunts, and are
easy to take down, especially from a distance.

They'll also often do ostentatious jumps into the air, with the aim of
slashing down at you with their swords. They may not feel quite so smug when
you stake them beautifully out of mid-air, or merely step forwards and turn
around, ready to unload your shotgun into their backs.

BANSHEE
-------

Danger: 1/5

These things are virtually harmless when not in the company of other monsters.
They have only one attack - a melee scream which dims your vision and slows
your movement for a second or two. This makes you vulnerable to attacks from
other enemies, but if the banshee is on her own she should be no trouble to
take out.

Later banshees have more powerful screams but are still easy to kill.

You can do pretty cool high jumps off the bodies of banshees if you're
standing on them just as their corpses erupt into a cloud of ravens.

BEAST
-----

Danger: 4/5
Recommended weapon: Freezer

These things will scamper about until they get a decent line of attack, at
which point they will ignite and start rolling towards you really fast, kind
of like Blanka from SF2, on whom they're probably based. These rolls are hard
to dodge, and perhaps the best weapon versus these things is the chaingun -
the only one capable of hitting them continuously while they move (assuming
you're out of freezer ammo).

MINIBOSS: GIANT BEAST

The Giant Beast is basically the same as the normal beast, except about ten
times tougher and three times as big.

BONES
-----

Danger: 3/5

These things can steal souls from your total if you let them too close, so try
to bring them down from a distance. Bones take time to assemble themselves, so
you can destroy them before they get a chance to stand up by shooting at the
green, glowing part lying on the ground.

They have a weak kamikaze attack they will use when you get them down to very
little health without killing them. The best weapon to use against bones is
the electro, the only one which will always let you hit them and will also
bring them down almost immediately. They also don't much like shurikens - two
shots into their green hearts (always aim at the glowing hearts) will kill the
smaller bones.

You might meet big bones in later levels - twice as big and twice as tough.

DARK NINJA
----------

Danger: 3/5

Exactly the same as Arabian Warriors, except they appear in different levels.

DEVIL MONK
----------

Danger: 3/5

Another monster dangerous only when it's too close (at least the earlier
versions). Their attacks both damage and slow you for a significant time, and
their scythe-staffs remain active for a couple of seconds after the monks die.
The green staff versions are slightly less dangerous than the ones with red
staffs.

Later appearances will have an instant-hit lightning bolt attack that you
really need to watch out for in that particular level.

The glowing staffs have a cumulative effect - the more you touch at one time,
the slower you'll become.

The devil monks inhabiting Hell, the final level, are almost invisible.

EVIL MONK
---------

Danger: 2/5

A basic grunt of a monster, available in three flavours. The melee version
will just lumber at you and swing his big axe when he's close enough. The
ranged version will throw his axe from a distance; but the axes are slow and
easy to avoid, and the monk will sometimes die immediately afterwards, since
he has now lost his only weapon. Idiot.

The third version, whom you will only encounter very late in the game, is just
as slow and weak, but can now throw fizzing bombs around, which are easy to
avoid but do big damage if unavoided. These guys also come equipped with
flamethrowers.

The evil monks inhabiting Hell, the final level, are almost invisible.

EVIL SAMURAI
------------

Danger: 5/5

These guys are very fast and they do horrible damage when they get too close.
They often charge at you, swinging their swords as they come. They also have a
ranged fireball attack, a ranged ice attack, and can pull you off your feet
towards them (watch for them stopping and waiting for no apparent reason).
They are rarely found alone, and should be frozen and shotgunned with all
speed.

Another thing to watch out for in Snowy Bridge is the samurai's kamikaze (or
seppuku) attack, where they bend to the ground and suddenly explode in a burst
of ice. This one gives your health level SERIOUS issues, and it might be the
most destructive attack in the game, bosses included. Hit the samurai with one
stake and then watch him break his sword / staff into two bits - this is when
you should get the hell out of the vicinity.

Some monsters will turn on each other if one hits another accidentally, and
the samurai are great examples of this. Wait until one samurai is about to
send a fireball at you, then move aside so that another samurai gets between
you and the fireball. If the fireball hits the nearer samurai he might turn
around and pick a fight with his friend.

EXECUTIONER
-----------

Danger: 5/5
Recommended weapon: Freezer

At first glance they're just lumbering grunts, but these things do big melee
damage if you let them near enough. They don't attack in large groups, but
they're pretty tough to take down if you're low on freezer ammo.

Some are fond of chucking their axes at you or using their own double
painkillers to hook you in close - think Scorpion from Mortal Kombat - where
they can hack your face off. Try to take them out before any other creatures
in the vicinity, as the executioners can also hack at the bodies of their
fallen comrades, releasing spiders which will start chasing you. These spiders
can feed on corpses and grow in size, the biggest being about the same size as
a beast.

Executioners are probably the second most dangerous non-boss monster you'll
meet in the game, and as satisfying as it is when you score a direct hit with
the stakegun into their orange bellies - their only voonerable - stick with
the freezer if at all possible.

If you freeze them just as they throw their painkillers, the warheads will
stick to the wall and the beam will remain, doing you damage if you pass
through it.

Executioners' souls are worth 6 health points instead of one, and are coloured
red, not green.

FREAK
-----

Danger: 3/5

If their heads are not spitting electrical current they're slow, weak
pussycats. If their heads are sparking everywhere they can do serious damage
if they get close enough to detonate themselves. They're always fantastically
slow, however, which renders them very vulnerable to whichever weapon you
choose.

They're also among the best enemies in the game for getting pinballed around
by your painkiller's warhead; and listen out for the very cool sounds they
make through their masks.

The manual says that the souls of these guys will make you drop a health point
instead of gain one, but I've noticed no difference between freaks' souls and
normal ones.
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

ken whitaker <[email protected]>

"I read the description about the 'Freak' monster from the game. And saying
that you didn't notice a different between regular souls and freaks soul's. I
discovered that occasionally when you pick up a freak's soul that it won't
make the distinct noise that usually sounds when you pick up a soul, and
noticed that my health has dropped 1 point. But this happens rarely... In fact
it only happend to me twice. Just wanted to fill you in."

-=#=-

Hmm, fair enough, thanks.
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

GHOST
-----

Danger: 1/5

These rare monsters can't be harmed, but they can harm you (a little). Just
avoid them and you should be OK. They sometimes die when you move to the next
checkpoint, adding to your kill count.

HELL ANGEL
----------

Danger: 3/5

These are a bit more than basic foot soldiers. They can chuck molotov
cocktails around and some come equipped with rocket-launchers. They also
appear in medium-sized groups, and it takes a while to mow them all down.

They're not too fast, but you're in trouble if you let them get close with
their tazers, especially in such a confined level as the Prison.

HELL BIKER
----------

Danger: 4/5

Their first incarnations will most likely try to chaingun you until they run
out of ammo. They also have a headbutt attack, but you'll probably have
dropped them to the floor before they have to resort to it. It's always
pleasant to see these bullies get pwned by the skulls.

Later versions appear as fat, drunken dock workers: some can belch poison gas,
some attack you with pipes, and others are armed with their own shurikens
which they fire in bursts of four.

LEPPER MONK
-----------

Danger: 3/5
Recommended weapon: Freezer

These are pretty rare, and are at first invulnerable. They will hurl corpses
of recently vanquished enemies at you, and only when they run out of this
ammunition will they try to fling their staffs at you and then become
vulnerable to damage. They can also use their staffs to bounce you away from a
distance. Try to get rid of any surrounding enemies quickly so that they run
out of bodies to throw.

Or you could just freeze them, though you may not have the ammo you need when
you do run into them.

Lepper monks' souls are worth 6 health points instead of one, and are coloured
red, not green.

LOKHI
-----

Danger: 1/5

They can heal themselves after they take damage - watch for them stopping and
praying halfway through a battle. They also have quite a jump on them, but
other than this they're just basic melee monsters, and very rare at that.

MASO COMMANDO
-------------

Danger: 3/5
Recommended weapon: Chaingun

They're immune to almost all weapons (unless you shoot at their guns); they
have half-decent speed; very dangerous weapons; and can set fire to skeleton
soldiers to increase the soldiers' speed and attack damage.

Despite all this they're not actually too hard while you have your chaingun or
electrodriver ready. You can gib them to hell with just one round, as long as
you aim accurately at the flamethrowers in their hands. The flamethrower will
explode and kill the maso, along with any minions standing next to him - just
don't get too near the explosion yourself.

They can also be frozen, of course, but it seems like a waste of freezer ammo
when you can just blow them up with one chaingun round.

PSYCHONUN
---------

Danger: 2/5

The lesser nuns will just swoop at you and try to thwock you with their
scythes; but the higher versions can throw some sort of fireball at you which
disables your weapons for a few seconds. These things are pretty fast, so keep
your distance.

The psychonuns inhabiting Hell, the final level, are almost invisible.

RAVEN
-----

Danger: 1/5

Ravens only appear in certain levels and with certain enemies. Banshees and
witches are fond of bringing them along, but the only danger they pose comes
from their tendency to descend on the corpses of your fallen enemies. They
peck at the remains and prolong the length of time you have to wait before a
soul appears.

SADO COMMANDO
-------------

Danger: 3/5

These come in two variations: the weaker grey one is easier, with just one gun
and an ability to throw proximity grenades; the second brownish one is
tougher, with two guns and better armour.

It's fun to start chaingunning them just as they begin a high jump, since your
shots can keep them suspended high in the air even as they die.

MINIBOSS: HEAVY COMMANDO

You'll meet two of these if you ever get to the Forest, and they're pretty
much exactly like the Giant Templars you'll have met earlier.

SKELETON SOLDIER
----------------

Danger: 2/5

These will always attack in huge groups, but they have such weak armour and
health that one rocket into the centre of a bunch of them can knock out
fifteen or more at a time. They're weeds, and their only advantages are their
big collective attacks. They also come in taller versions, and these guys can
shoot at you and fling smoke grenades.

When they appear alongside maso commandos, watch out for when the commandos
set the skeletons on fire - it makes them faster and they do more damage.

SKULL
-----

Danger: 5/5
Recommended weapon: Freezer

Argh! So big and tough they could almost be minibosses, except that these
brutes will appear in numbers. They're surprisingly fast for their size, and
their shotgun blasts seriously ache.

They can even pick up handy hell angels or bikers and use them as shields,
which is a pretty nifty trick, except when you're trying to shoot them. Watch
out for them trying to blow their own heads apart with their shotguns - this
makes them invulnerable, even if you've frozen them or are trying to hit them
with your Demon Morph.

Skulls' souls are worth 6 health points instead of one, and are coloured red,
not green.

SPIDER
------

Danger: 1/5

These things almost always appear with the help of executioners, but they do
occur on their own at one point, during the Opera House level. They start off
small, but the longer you leave them the bigger they will grow.

The best way to kill them is just to avoid them, since they will die
themselves if left alone for long enough. They also have the added bonus of
not discriminating between you and the monsters, so they're just as likely to
try to eat a ninja as they are you.

TEMPLAR KNIGHT
--------------

Danger: 4/5
Recommended weapon: Electro

What makes these big guys hard is the shields they carry - if your shot hits a
templar's shield he will take no damage at all, even if you're Demon Morphed.
You can catch them with a freezer shot, but even then their shields will
protect them from harm, unless you run around the back of them and shotgun
them into bits.

Unfortunately for them, electricity doesn't care about invulnerable shields,
and a quick burst of the electro can reduce these goons to quivering heaps.
Just don't let them too close if you don't want to be swiped up into the air
by their big swords. Groups of templars are also susceptible to grenades -
toss one into a bunch and watch the limbs fly.

Keep an eye out for templar snipers - those flaming crossbow quarrels hurt a
lot; and later versions fire spreads of three at a time.

Templars have a couple of easily exploitable weaknesses: you can spear their
feet with a well-aimed stake; and you can also simply jink around behind them
and drop them with one shotgun blast.
______________________________________________________________________________
_______________________________V1.7 CONTRIBUTION______________________________

jake mcwhae <[email protected]>

"I play the xbox version of painkiller but i think they are exactly the same.
Those templar knights can be hit through the sheild with the painkiller
weapon's combo shooting while it spinning and it kills them one shot."

-=#=-

Yep, this comes in pretty handy, especially in Babel.
______________________________________________________________________________
_______________________________V1.7 CONTRIBUTION______________________________

MINIBOSS: GIANT TEMPLAR

These are more like evil samurai than templars, and their flamethrower attack
can do you big damage. Their only other attack is just a thump in the face
with their fists.

Giant templars' souls are worth 6 health points instead of one, and are
coloured red, not green.

VAMP
----

Danger: 2/5

These have both ranged and melee attacks, but they're pretty weak and easy to
gib. What makes vamps dangerous is that if you kill them without gibbing them
they will transform into big vamps - huge cavetroll-like things which are much
tougher to take down. A freeze and a shotgun blast is enough, but you won't
always have freezer ammo...

MINIBOSS: VAMP MAX

You'll meet this monstrosity in the Cathedral, but your cards or a Demon Morph
can make short work of him.

WITCH
-----

Danger: 2/5

They do what you expect witches to do, which is fly around on flaming
broomsticks, cackling and attacking you with fire. They may have cause to
think twice once you've sent a couple of stakes up their arse, but that's only
if you can hit them at all. Keep an eye out for the ravens they can produce
from thin air.

Certain versions of the witch are extremely fast (and rare) and it's a real
chore trying to bring them down. Stakes or shotguns shells remain your best
bet against them, but you'll have to be a pretty hot sniper.

Witches can be hit with a freezer, but they will keep flying through the air
despite being made of ice. Nice trick.

ZOMBIE
------

Danger: 1/5

Immensely slow to move and to attack, the only difficulty is in spotting them
crawling around on the ground or standing on some high platform, camouflaged
against the backdrop. Their ranged attacks are easy to dodge.

If you manage to fire a stake through one of the zombie's missiles just before
he throws it, you get your own stake chucked back at you, attached to a bloody
limb. Nice.

They also seem invulnerable to grenades (at least a bit) - grenades don't
explode on impacting with a zombie.

ZOMBIE WARLORD
--------------

Danger: 2/5

One notch up from zombie warriors, they move fast and have two melee attacks.
They will batter you with their shields, which will do little or no damage;
but this hit will disorient you, making it easier for them to hit you with
their swords. Don't let them close to you and you should have no difficulty
killing them. If they do get close a quick strafe with the painkiller's blades
should shut them up fast.

Warlords work well in conjunction with lesser zombies. They can turn warriors
into short-lived berserkers by chopping their heads off; and they can also
resurrect fallen zombies if you don't grab their souls fast enough.

ZOMBIE WARRIOR
--------------

Danger: 1/5

Bog-standard melee opponents: slow and weak. They can hold swords or
morningstars, and they also appear sometimes holding explosive barrels. Only
really dangerous in numbers and when accompanied by zombie warlords.

The zombie warriors inhabiting Hell, the final level, are almost invisible.

-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-

/============================================================================\
-=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-
\============================================================================/

-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-

                          @----------------------@
                          |    3. WALKTHROUGH    |
                          @----------------------@

-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-

This is the main walkthrough section, taking you through each level until the
final confrontation with Lucifer himself.

In order to write this guide I played Painkiller on Nightmare difficulty, so
that I could reach the Prison level. If you are playing at a different
difficulty setting your game experiences might differ from mine.

Each level has my own rubbish introduction, followed by information on each
level, such as numbers of monsters, ammo, holy items, etc. I've also noted the
tarot card condition for each of the levels, as well as the card you'll
acquire when you successfully complete them.

Within each walkthrough section are my notes on checkpoint locations and the
progress I made towards picking up each level's tarot card. You might tackle
certain things in a different order, or achieve different tarot card scores or
whatever. My notes are just meant to give you some orientation rather than be
considered rules carved in stone.

Good luck :)

-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-

------------------------------------------------------------------------------
                          3.1 - LEVEL 1/1 CEMETERY
------------------------------------------------------------------------------

This is an introductory level: it's very dark and quite tight, and it's
designed to get you used to dealing with waves of enemies at close to medium
quarters, as well as planning your battles and drawing enemies around the
place so that you can pick up the souls of the monsters you've killed. The
secret areas also introduce you to manipulating objects in the game, and it
even has its own miniboss thrown in at the end.

Despite all this, it's still a bit of a crap level...

---

MONSTERS (150): BANSHEE, ZOMBIE WARLORD, ZOMBIE WARRIOR
MINIBOSS: GIANT ZOMBIE
GOLD: 388
ARMOUR: 2
HOLY ITEMS: 1
AMMO: 45
OBJECTS: 75
SECRET AREAS: 4

TAROT CARD CONDITION: FINISH THE LEVEL

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Straight away, run around to the left and pick up the shotgun lying in the
middle of the path. You can pretty much rely on the shotgun for the remainder
of this level - don't worry about conserving ammo, as there's plenty to be had
around here. Pick up the nearby ammo boxes while you wait for the first lot of
zombie warriors to appear at the graves. Grab all the souls to get your health
up, then destroy the vases lying around for a little gold.

[CHECKPOINT 1]

Same as before, but in a slightly bigger area. There are quite a few more ammo
boxes and vases here, as well as a bunch of coffins behind the tiny building.
Wipe out the first bunch of zombies and then head into the building for 100
armour. Another zombie will appear in the little room, and killing him will
open the doors again to reveal yet more zombies heading your way. Pick them
all off with the shotgun or the painkiller's warhead, then smash the big urns
beside the stairs for more gold.

You might have noticed the holy item sitting on the building's roof. To reach
it, stand next to the lamppost at the top of the stairs, so that you are
facing the closest corner of the roof. Shoot the post with the shotgun and it
should topple over and get caught in the corner of the roof surround. You can
now quick-jump up it and grab the holy relic. This is the first of this
level's secret areas.

Just before you drop off the roof, look down to the shining lamppost on the
ground, near the unlit post you just climbed up. Just beyond this is a small,
enclosed area, which you can't reach yet, but which you will be able to get
into later.

[CHECKPOINT 2]

Through the gates (which won't close behind you) there are lots more zombie
warriors, but it's easy enough to bait them into heading for the gates, behind
which you can stand unleashing shotgun blast after shotgun blast. Don't let
yourself get trapped in a corner and you should be fine; plus lots of enemies
means lots of souls.

Grab the ammo boxes for the shotgun; destroy all the coffins for more gold;
and check the back of the large church for more coffins and a health pickup.

[CHECKPOINT 3]

Run into the small area and quickly push the big barrel out from underneath
the roofed tomb, just before the roof caves in. You'll want this barrel in a
minute, so keep it safe while you get rid of the zombies with your shotgun.

[CHECKPOINT 4]

Shove the barrel all the way around and into the neighbouring enclosure. Send
the banshee into the wall with your shotgun, then go back round and touch the
walls which closed behind you when you came in. They should come down to
reveal some zombie warlords, which are easy enough to blast in the face before
they can hit you.

Now for that barrel: push it to the back of the stone structure, so that it's
resting against the wall with the damaged partition. Stand back and shoot the
barrel, which will explode, breaking the partition. This is the second secret
area. ~ Grab the super-health pickup for 100 health, destroy the urns for gold
and head out.

[CHECKPOINT 5]

Again, nothing tough in here if you keep moving. If you've been collecting all
the souls you'll probably be very near your first Demon Morph, so you might
want to time it to activate in here. Wipe out the zombie warlords and
warriors, and watch out for the five or six banshees who are coming for you
from the small area round to the left. Head in here and take out the banshee
who will appear in the small building in order to open the walls again. Grab
the mega ammo pack (though why you need mega ammo packs in a level which only
holds a shotgun escapes me).

Before you leave here, go to the back corner of this small area and push the
barrel from that corner all the way to the diagonally opposite corner, where
the shotgun ammo is. Stand in the middle of this area and look over the side
wall, so that you can see that lit lamppost I mentioned earlier over the top.
Push the barrel so that it's against the section of the side wall directly in
front of that lamppost, and shoot it to open another secret area with three
more mega ammo packs. ~

[CHECKPOINT 6]

Shotgun the warriors and warlords and grab their souls, then take the mega
ammo pack from the larger building. Duck into the smaller building in the
corner for a medium armour - this room will open once this area has been
cleared of enemies, and it counts as a secret area. ~

[CHECKPOINT 7]

This is the hardest part of the level yet, though it's thankfully also near
the end. You'll face off against lots of warlords and warriors in here, and
they'll be coming from everywhere. Watch out for the two flaming barrels which
will be thrown from the church roof towards your entry point.

I prefer the killer half of the painkiller in this area, since it has much
longer range and you can easily draw lines with it against a far wall. Try
running down the side of the church and then firing your killer all the way
back along again, so that all the monsters coming down here will have to pass
through the line.

It's important to collect pretty much every soul in this area if you want
another shot at Demon Morph before you leave (and you do).

Get that health pickup behind the church if you didn't grab it earlier, and
head into the church itself.

[CHECKPOINT 8]

In here are more warlords and banshees, as well as the game's first miniboss.
I don't know his name - or if he has one - but he looks like some giant, fat
zombie thing, which is as good a name as any.

He will smack you with his fists if you get too close; and he will send a fast
but weak flamethrower attack your way if you put enough distance between you
and him.

Just keep running, jumping and shotgunning to get through this part. If
killing the warriors and banshees in here gives you enough souls for a second
Demon Morph, the miniboss will fall with one shot; if you don't have enough
souls it's just a case of avoiding all the melee minions until you can drop
them with shotgun blasts. The banshees are probably the more dangerous, for a
change, since their slow attack will make you extremely vulnerable.

Another quick and easy way to finish the miniboss is to just run screaming at </pre><pre id="faqspan-3">
him with your painkiller's blades - I tried this on Nightmare and he fell
within about three seconds without doing me any damage.

The miniboss's soul will be red, and it will give you six health points
instead of the usual one.

Once all these guys are down the level exit appears and all the doors open
again. Tie up any secret areas you may have missed and jump through the exit.

---

TAROT CARD: Endurance (Gold)

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------------------------------------------------------------------------------
                        3.2 - LEVEL 1/2 ATRIUM COMPLEX
------------------------------------------------------------------------------

For some reason this level is actually quite fun, and it's the first one to
remind me of Smash TV every time. You'll get a go of the stakegun if you look
hard enough, and you'll get to meet enemies a little more interesting than the
melee mob which populated the Cemetery.

---

MONSTERS (188): DEVIL MONK, EVIL MONK, PSYCHONUN
GOLD: 672
ARMOUR: 2
HOLY ITEMS: 1
AMMO: 24
OBJECTS: 114
SECRET AREAS: 4

TAROT CARD CONDITION: DESTROY ALL OBJECTS

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Smash the chest in front of you and run around the hallways, past the barrels
and into another corridor. The doors will close, so kill off the three evil
monks and push open the metal door. Kill off the monks at the bottom of the
stairway, and watch out for the ones spawning behind you. Down in the lower
level of this room more monks will appear, so kill them off to reveal the next
checkpoint.

Before hitting the checkpoint, head up the other set of stairs to find the
three mega ammo packs and the two chests. The large chest is tougher - just
use the painkiller's blades to knock it apart. Pick up the stakegun from this
secret area and hit the checkpoint. ~

[TAROT CONDITION: 3 OBJECTS DESTROYED]

[CHECKPOINT 1]

More monks will spawn from all four corners of this room, so just keep
running, jumping and shotgunning. Grab the medium armour from the corner room
once the doors open, and hit the next checkpoint.

[CHECKPOINT 2]

This is a small outdoor area full of barrels which make it easy to kill off
large bunches of the monks at once. It's even easier if you jump back up the
stairs you just came down, and round past the closed door to the other side.
You can sit up here and stake the monks below, who can't get to you through
the door.

As well as the many barrels, there are nine more chests to be destroyed in the
small rooms surrounding this area. Once the chests and barrels are all gone,
head for the checkpoint.

[TAROT CONDITION: 38 OBJECTS DESTROYED]

[CHECKPOINT 3]

This area can be tough, but you should be near a Demon Morph. More and more
and more evil monks and also psychonuns will be appearing from above and
below. Keep an eye out for flaming barrels, as well as the souls of the
monsters killed by the barrels. Stick with the shotgun in here, though I'm
sure you're dying to use the stakegun.

There is a chest under the stairs, as well as a holy item and a secret area. ~
There's another chest at the top of the stairs, and two more chests in the low
room next to the stairs. Wipe out all the barrels as well, including the ones
in the upper corridor. At the back of this corridor you will come to a side
door, through which a flaming barrel will be thrown, exploding moments
afterwards. Watch out for this barrel if you're going up there, though be
aware that it counts as a destructible object.

The end of the upper corridor is a good place to camp with your shotgun if
you're getting overwhelmed, and there is armour on a ledge right next to it.

[TAROT CONDITION: 73 OBJECTS DESTROYED]

[CHECKPOINT 4]

This is another jump-around-and-shotgun sort of room, with barrels all around
both the upper and lower levels. Your priority here should be getting rid of
the devil monks, as you do not want to be slowed down with so many enemies
around.

The easiest way to handle this area is to just around the walls of the lower
level, avoiding the evil monks as they spawn and occasionally shotgunning the
melee monsters chasing you. This is made even easier by the fact that the
ranged evil monks will die and drop their souls once they throw their axes at
you (and miss) - enough souls can get you another Demon Morph in here. Be sure
to pick up the health in front of the altar, and hit the chest and collect the
ammo behind it.

Eventually (honest) the monsters will stop spawning, at which point you can
clear out the last of the barrels, collect the ammo and head for the
checkpoint upstairs.

[TAROT CONDITION: 99 OBJECTS DESTROYED]

[CHECKPOINT 5]

This is the final area, and the only difficult bit is avoiding the many devil
monks. Run around backwards with your shotgun, and make sure you don't walk
over the dropped staffs of the devil monks you've just killed. You no longer
need to pick up the souls, so just keep yourself out of the way of the
monsters and you should be fine.

Killing the last of them will cause the statue to explode, revealing the level
exit. The statue's destruction counts as two objects.

You still have thirteen objects to find, however, so head back through the
small archway, through the room with the altar and out into the courtyard with
the stairs up to the right. Go up the stairs and all the way round to that
door through which that flaming barrel came earlier. Shoot out the two chests
in this secret area and go back out into the corridor. ~

Now head back along the corridor and through the other upper door. Follow this
next corridor around to the left and through the first door. In this fourth
and last secret area are eight more chests. ~ The corridor then leads around
to a final room with a big hole in the floor: in here are two chests in one
half of the room and the final chest in the other.

[TAROT CONDITION: 114 OBJECTS DESTROYED]

Now just head for the exit. You can reach it by jumping up the broken area at
the back of the platform.

---

TAROT CARD: Haste (Gold)

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------------------------------------------------------------------------------
                          3.3 - LEVEL 1/3 CATACOMBS
------------------------------------------------------------------------------

This is the requisite undead-ish sort of level which all adventure games must
have, by international law. I'm sure this level contains nods to Indiana Jones
and the Temple of Doom, as well as the Down In The Bonehoard mission from
Thief: The Dark Project. I could be wrong.

As a map it's a little too long and repetitive for me, and I thought it could
do with some traps, like in all good tombs. Never mind, that ropebridge is
almost cool enough to make up for the absence of anything else interesting.

---

MONSTERS (112): VAMP, ZOMBIE WARLORD, ZOMBIE WARRIOR
MINIBOSS: YETI
GOLD: 870
ARMOUR: 2
HOLY ITEMS: 3
AMMO: 34
OBJECTS: 123
SECRET AREAS: 4

TAROT CARD CONDITION: KILL ALL MONSTERS

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Pick up the ammo behind you and run down to the left of that standing box.
This is tricky, but you can keep jumping up the plank, off the top of the box
and all the way up the stone hill until you reach the holy item and the secret
area at the top. ~

Destroy both the boxes to clear a way into the tunnel, and head down it,
wiping out the morningstar-carrying zombie warriors who will spawn in front of
and behind you.

[TAROT CONDITION: 5 MONSTERS KILLED]

[CHECKPOINT 1]

This room is a good place in which to practise with the stakegun. Take out the
zombie warlords first, as they can berserk and resurrect the warriors whose
souls you have not yet collected, making your life a bit more difficult. There
is armour up the stairs to the right.

There's also a holy item on top of one of the pillars - the one to the left of
the one which fell down when you came in (this pillar falls if anything
touches it - you or your shots or a monster).

To get to that holy item in its secret area you have to climb the rope on the
side of the pillar diagonally opposite it, and keep walking as you reach the
top of the rope (don't jump or stop moving forwards). If you walk straight off
the top of the rope while facing in the direction of the relic, you should
rise into the air off the first pillar and hit one of the vines. The vine has
a branch which you can jump off just as you touch it - this should bounce you
over to the relic. ~

Anyway, head down to the far end of this room and the walls will explode,
allowing two more zombie warriors through. They're carrying barrels which will
detonate if they get too close to you. Take them out from a distance, then go
through the gap and pick off the four vamps on the stone pillars with your
stakegun.

I can't find a way to turn these four vamps into big vamps - I just thought it
would be cool, but no. What you can do is use the painkiller's warhead to ping
them all the way from their perches over to you, which will let you pick up
their souls.

Pick up the ammo nearby (including the freezer ammo), and the stakegun, and
then cross the very cool bridge (beware - it can chuck you off if it starts
bouncing around too much). There's another vamp at the far end of the bridge,
which can be picked off without even crossing the bridge, if you're good
enough with the stakegun.

Before you hit the checkpoint, go into the tomb to the right for more shotgun
ammo. The doors will close behind you and a zombie warrior will appear after a
few seconds. Kill him and the other three who appear behind the door, then hit
the checkpoint.

[TAROT CONDITION: 29 MONSTERS KILLED]

[CHECKPOINT 2]

Switch to the stakegun as you go down this tunnel. Take out the zombie
warriors and destroy the big boxes blocking the tunnel down to the left.
Behind this are two more vamps, so kill them with the stakegun if you don't
want a couple of big vamps on your hands. If they do change into big vamps
just freeze 'em and shotgun 'em.

[TAROT CONDITION: 35 MONSTERS KILLED]

[CHECKPOINT 3]

Through here are more barrel zombies and a few zombie warlords. Destroy the
coffins in the alcoves if you want more gold, and check the third upper left
alcove in the right corridor for a holy item you can't yet reach (you can
actually quick-jump off the coffin opposite and underneath it, then jump
across, but this is hellishly tough).

Head forwards, pick up the shotgun ammo and go through the checkpoint.

[TAROT CONDITION: 45 MONSTERS KILLED]

[CHECKPOINT 4]

Heading down this tunnel you will see the way blocked by barrels and boxes.
Try to jump over the blockade and the monsters will spawn into the area,
including a zombie warrior behind you.

Before you do anything else, that holy item can be reached by shoving one of
these big boxes in front of you all the way back to that coffin corridor, then
quick-jump off the box to get up to the secret area. ~

Go back to the blockade, remove it and the monsters, and go forwards to the
small bridge.

More monsters will be appearing, so wait until the coast is clear then drop
off the bridge onto the secret area ledge underneath to pick up the super-
health. ~ You can get back up by quick-jumping all the way around to the right
on the walls of this well, and you will reach a slope just beside the other
end of the bridge which you can use to jump back up to the ground.

You can also lure minions over the edge of that bridged pit and just let them
fall - this saves you some ammo.

Make sure you go down into that dead-end ditch thing to make the extra
monsters spawn - you will miss the tarot card if you don't.

Clear out the rest of this long tunnel, pick up the ammo packs and get to the
checkpoint.

[TAROT CONDITION: 68 MONSTERS KILLED]

[CHECKPOINT 5]

The road splits through here - go down the right tunnel for armour, ammo and
two more zombie warriors, then go all the way back to the left tunnel and
another checkpoint.

[TAROT CONDITION: 70 MONSTERS KILLED]

[CHECKPOINT 6]

Nothing in here but more ammo and some gold.

[TAROT CONDITION: 70 MONSTERS KILLED]

[CHECKPOINT 7]

If you haven't yet hit Demon Morph mode, this is the place in which to use it.
There will be monsters coming from everywhere, and you'll be very busy with
your shotgun for quite a while.

Bear in mind that there are only 112 monsters in this entire level, which
means you will only get one Demon Morph. This therefore means that wiping out
all the enemies you can in here is more important than collecting their souls
(unless you're seriously low on health, which you shouldn't be).

This is also a good place to trigger your gold cards, if you haven't already.

Anyway, whether you've Morphed or not, stay on the upper levels and stick with
the shotgun until the first waves of monsters are gone. Switch to the stakegun
to get rid of the last vamps and warlords, and pick up the ammo and mega ammo
packs in the various hallways.

[TAROT CONDITION: 111 MONSTERS KILLED]

[CHECKPOINT 8]

The fact that you have only one monster left to kill should tell you something
- miniboss! I've called him the Yeti, though I don't know what the hell he
really is.

Don't worry, this guy is a complete fairy-puff (my word again). Don't bother
wasting ammo on his impregnable skin; just run onto that overhang above the
fiery pit. Look up and shoot out the planks in the ceiling with stakes or a
shotgun blast.

Now stand on the very end of the outcrop and wait for the big goon to get
within touching distance. Then jump off the ledge and onto the ladder down to
the side. If you were standing in the correct place the light streaming
through the hole in the ceiling should gib the big guy to hell, opening the
level exit.
______________________________________________________________________________
_______________________________V1.3 CONTRIBUTION______________________________

Publisher <[email protected]>

"I was in the catacombs (where there is a single monster who has to be lured
to the edge of the fiery pit) and found another way of killing the monster.

I prematurely jumped to the rock outcropping (with the ladder) and was stuck
there while the monster hovered above me. I turned on the painkiller just to
see what would happen. He constantly went back and forth through it spewing
blood each time.

At about that time the wife came home with groceries so I helped her unload
the car. I got back in about 5-6 minutes and the monster was in a world of
hurt. A minute or so later he plunged to his death in the fiery pit.

I re-did it to double check. This time I was slightly to the left of the
ladder. He died on the walkways after about 7 minutes."

-=#=-

This will probably help all those people like me who are sick of waiting
around for this big guy to hit just the right place on that precipice. I'm not
married, so hopefully the bit about unloading the shopping isn't essential.
______________________________________________________________________________
_______________________________V1.3 CONTRIBUTION______________________________

[TAROT CONDITION: 112 MONSTERS KILLED]

---

TAROT CARD: Soul Keeper (Silver)

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------------------------------------------------------------------------------
                          3.4 - LEVEL 1/4 CATHEDRAL
------------------------------------------------------------------------------

This is a bit of a tedious level, thanks to the tarot card condition. You
probably have better things to do than hunt down every last container, but at
least they're all pretty easy to find. You also get a giant 'miniboss' at one
stage.

Note that you have to collect 500 gold to acquire this level's tarot card.
I've included the amount of gold I had at each checkpoint, but these numbers
varied when I reloaded and tried again. Don't worry if you have less (or more)
than I had - you should still be able to reach the 500 mark easily.

---

MONSTERS (137): DEVIL MONK, EVIL MONK, PSYCHONUN
MINIBOSS: VAMP MAX
GOLD: 714
ARMOUR: 2
HOLY ITEMS: 1
AMMO: 40
OBJECTS: 135
SECRET AREAS: 3

TAROT CARD CONDITION: FIND AT LEAST 500 GOLD

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Concentrate on wiping out the evil monks in here before you go for the
containers. The painkiller can take care of this whole area without using any
ammo, so stick with it down the long corridors. Then just collect all the gold
from the barrels and coffins and go to the checkpoint.

[TAROT CONDITION: 36 GOLD FOUND]

[CHECKPOINT 1]

Just another room full of monks and containers. You'll find it harder to avoid
destroying the containers this time, but grab any gold you see lying around.
Pick up the armour and go through the next checkpoint.

[TAROT CONDITION: 116 GOLD FOUND]

[CHECKPOINT 2]

This bit's slightly harder. Flaming barrels will roll down the stairs, past
the shotgun, followed by more evil monks. Try to pick up the gold while you
bring the monks down, then quickly run up the stairs and hide behind the
pillars.

More evil and devil monks will soon appear up above you, and they will push
two or three barrels off the edges of the upper hallways before jumping down
after them. Again, try to pick up any gold that comes out of the barrels, but
leave the intact ones alone until the last of the monks is gone.

Before you go to the checkpoint, look up at the vases in front of the statue.
Shoot these down for more gold, though it will probably not all fall. You can
leave these vases and get them later if you want, but I tend to hit them
early.

Run around the corner to get the other vases against the dark wall, and pick
up the ammo. Now go to the checkpoint.

[TAROT CONDITION: 184 GOLD FOUND]

[CHECKPOINT 3]

Entering the main room of the cathedral, you will be confronted by a miniboss
(mini if you compare his size to that of, say, a planet), several psychonuns
and a lot of falling rubble. There are mega ammo packs on either side of you,
and the surrounding arched corridors contain plenty more ammo and barrels.
There are also a couple of vases at the far end of this area, near where the
next checkpoint will appear.

Note the bats clinging to the pillars beside you as you enter - nice touch.

First priority here isn't the miniboss: it's those nuns, who now have the
ability to fire flames at you from a distance. Avoid these bursts unless you
enjoy being incapable of firing a weapon for a few seconds at a time. Keep
jumping, running and shotgunning, and use your tarot cards if you feel a bit
desperate.

It is only JUST possible to get a Demon Morph in here, which can fell the
Vamp Max with one shot. To get the Morph you'll have to kill off and collect
souls from all the nuns, and the four evil monks which will spawn once they're
gone; as well as having collected the souls of every monster you have
previously met in the level.

If you don't get the Morph, clear away the last of the minions and then just
pick the Vamp Max off with stakes, staying under the cover of the arched
corridors to avoid the rubble.

Be careful at the next checkpoint - don't go beyond it before you hit it.

[TAROT CONDITION: 226 GOLD FOUND]

[CHECKPOINT 4]

This area is tight but it's also easy. Run around to underneath the stairs and
pick up the health and ammo. Shotgun blast after shotgun blast should clear
this staircase room of the monks, after which you can destroy the vases
against the side wall and the ones on the stairs.

Up the stairs to the upper levels, there are lots more monks spawning from all
around this upper level. Run around with the shotgun or stakegun, and avoid
the staffs of the devil monks. Along to the right is a bunch of barrels,
beyond which is an open area with four evil monks standing on a ledge. You can
grab one of their souls with the painkiller, but the rest will throw their
axes and die.

Before you go through into that area, run around collecting the gold from all
the vases and barrels, as well as the health pickup if you need it. Note the
large white door at the back of the upper levels, where the health pickup is -
this door will be open later.

Back to the open area, hit the three vases to the left of the opening, then
run round to the right. Destroy all those little boxes along the wall, and
climb the coffin leaning against the wall. Turn around and face just to the
right of the holy item, then jump towards it, quick-jumping against the side
of the ledge on your right. You should make it to the secret area after a few
tries. ~

Drop from here down to the lower level and smash all the vases in the corners.
Jump onto the leaning pillar and run up it, quick-jumping all the time. If you
keep jumping and pushing forward you can only just squeeze under the gap to
reach the upper half by running up the right side of the pillar. Once you are
near the top, turn around and jump forwards to land on the broken part of the
wall you just came under. From there you can just jump up the sloped part to
reach the super-health and the secret area. ~

Head over to the checkpoint, having hopefully reached the 500 gold mark.

[TAROT CONDITION: 612 GOLD FOUND]

[CHECKPOINT 5]

Kill off the nuns and monks, shoot out the barrels, grab the armour and drop
to the lower level. Do the same again, avoiding the monks' spawn-points until
the last of them is gone and the door at the bottom of the stairs opens.

[TAROT CONDITION: 660 GOLD FOUND]

[CHECKPOINT 6]

Go far enough down the stairs and you'll meet yet more devil monks. Watch out
for the psychonuns trying to jump you from behind.

Once the last monster is gone all the doors in the level are opened, as usual.
You can only get out of this lower area, however, by going up the ladder which
is now revealed to the right of the middle window. Head all the way round to
where you found the health pickup earlier and go into this previously locked
secret area to get the gold from the vases and any barrels which didn't drop
before. ~ You only need to do this if you're short of gold, obviously.

[TAROT CONDITION: 694 GOLD FOUND]

Head back to the exit and leave. If you didn't get the holy item you should
have around 100 less gold than I got.

---

TAROT CARD: Time Bonus (Gold)

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------------------------------------------------------------------------------
                          3.5 - LEVEL 1/5 ENCLAVE
------------------------------------------------------------------------------

This is the arena where you will face the first real boss - Necrogiant. I
managed 1:39 on Nightmare using the method below, so it should work for you.

The zombie warriors here don't drop souls.

---

MONSTERS: NECROGIANT
ARMOUR: 1
AMMO: 49

TAROT CARD CONDITION: KILL NECROGIANT IN LESS THAN 2:00

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There's tons of ammo and health around here, but if you try to collect it all
you won't have enough time to get the card. Concentrate on doing Necrogiant
damage, rather than collecting ammo you won't need.

Run forwards from your starting point and grab the armour under the little hut
thing. Keep running towards Necrogiant, pinging stakes at him until you're
close enough to use the shotgun. He should be around the central area, where
there are four health pickups and lots more ammo. You want to get as close to
him as possible, because his arm swing attack is dangerous if you're touching
the ground when it hits.

Start battering him with the shotgun while you run and jump around under him,
avoiding the spikes he'll start producing from the ground. There will be some
minions hassling you - don't be baited into attacking them - just stay out of
their way by keeping moving. If Necrogiant manages to hit you with his fists
grab more health while you keep shooting.

Make a quicksave as soon as you see him lose the chains wrapped around his
body, then activate your cards. At this point he will start summoning
whirlwinds, and you want him dead before he can manage to pull one out of his
borborygmic arse. The cards help greatly here, and you should have him dead
from constant shotgun blasts just as your cards expire.

You can check your time by pressing Tab while your cards are still active - if
you know you won't make it before the timer hits 2:00, reload from a quicksave
and try again.

---

TAROT CARD: Blessing (Silver)

-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-

------------------------------------------------------------------------------
                           3.6 - LEVEL 2/1 PRISON
------------------------------------------------------------------------------

This secret level can only be opened by collecting all 22 tarot cards
available at Insomnia difficulty. It's very claustrophobic and stultifying,
and you'll want to get through this horror show as quickly as possible. Some
very nice aesthetic touches in here though.

You start off with grenades to accompany your stakegun - avoid using them and
you'll get the card.

---

MONSTERS (118): HELL ANGEL, HELL BIKER
GOLD: 578
ARMOUR: 3
HOLY ITEMS: 3
AMMO: 32
OBJECTS: 104
SECRET AREAS: 4

TAROT CARD CONDITION: FINISH THE LEVEL USING ONLY NON-EXPLOSIVE WEAPONS

-=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-

As soon as you move a bunch of hell bikers will drop into the area and
start pounding you with chainguns. Stake the buggers and then destroy all the
barrels for the gold. There is armour on a box on the other side of the big
metal stanchion - jump over the stanchion from the boxes or by quick-jumping
along the side.

For a holy item and a secret area, shoot out the barrel behind the unmoving
fan on the far right of the back wall, then push the medium-sized blue box
around to underneath the hole. Quick-jump up off the box and into the vent,
and head round to the right for the relic hidden in the secret area. ~ You can
continue along the vents and drop through the hole in the ceiling, or take the
door in the corner of the room you just came from.

Take out the two or three monsters in here, collect the ammo and shoot the
very cool gas canister next to the table.

As soon as you poke your head through the doors the dining room will fill up
with angels and bikers. You can either hide in the kitchen and let them come
to you; or you can run to the far corner of the dining room, up the stairs,
along the upper walkway (kill the bikers in the way), and round to the armour
and ammo. Up here is a good place from which to shotgun all the goons heading
your way along that walkway, and it's easier to get their souls.

Once the first lot are gone more will spawn from the lower door. Take them
out, pick up the ammo packs under the small staircases, shoot out the barrels
for gold and hit the checkpoint.

[CHECKPOINT 1]

Don't grab the shotgun yet; instead run up the stairs to the right and take
out the monsters up here. Get the health and ammo, then let the rest of the
bikers and angels come up after you. You can shoot out the turret from the
window with one stake. There's another biker trapped behind the bars - kill
him.

[CHECKPOINT 2]

I recommend taking out the guys in either upper corridor here before
attempting the main room. Be careful as there are gas canisters at the end of
each one. Shoot the barrels on the lower floor from the comparative safety of
the upper windows - the chain explosions from the canisters and barrels down
there can get very cool results.

Drop down through the manhole and get the freezer ammo - look out for the two
angels hiding in this secret area. ~ Back up the ladder and out to where you
just came from, kill the angels and bikers here and hit the checkpoint.

[CHECKPOINT 3]

This is by far the hardest bit yet, though it's easier if you stick to the
lower cells until most of the monsters are killed off. Use the shotgun to mow
them down and collect the souls, and pick up the health at the far end. There
is shotgun ammo up the stairs and an imprisoned holy item in one of the top
cells (it will be open later). Note the tunnel in progress in the top right
cell, behind the boxes - what idiot tunnels out of an upstairs cell?
______________________________________________________________________________
_______________________________V1.6 CONTRIBUTION______________________________

Someone mailed me about the fact that you can move one of the barrels in the
adjacent cell to beside the locked door in front of the relic, then shoot out
the barrel to open the door - this way you can get to it without having to
wait until the end of the level.

I've lost the contributor's name and email address, sorry.
______________________________________________________________________________
_______________________________V1.6 CONTRIBUTION______________________________

You'll probably hit Demon Morph mode at some point around here, and if you do,
try to hit not only the monsters inside the prison but also the ones through
the windows. These guys can give you problems, so pick any remaining ones off
with your stakegun, and shoot out the two gun turrets to the left before you
drop through the windows just beside them.

There is armour at the back corner of this area, but you'll have to shotgun
your way past more bikers and barrels. Once the last one is gone you can go
through the door which will open in the corner of the prison wall. Turn right
and go up the stairs and through the checkpoint.

[CHECKPOINT 4]

Turn left here and take care of the bikers (watch your back), then go through
to the torture chamber. Wipe out everyone in here and go back through, until
all the monsters are dead and the next checkpoint appears. Go into the two
open rooms for health and ammo, and take note of the room which is currently
locked.

[CHECKPOINT 5]

Shotgun the guys at the bottom of the stairs, and work your way through the
two viewing galleries - watch out for the turret on the wall of the second
gallery. Through the door and shotgun the remaining angels, after which you
can hit the lever on the wall at the checkpoint - tempting though it might be
to leave the guy making the brilliant noises in the chair, pulling the lever
opens the exit.

You can head back up the stairs and pick up one holy item from the room which
was locked before, and another holy item from that upper cell which should now
be open. These are both secret areas. ~

Head back to that electric chair to exit.

---

TAROT CARD: Replenish (Silver)

-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-

------------------------------------------------------------------------------
                         3.7 - LEVEL 2/2 OPERA HOUSE
------------------------------------------------------------------------------

The Opera House reminds me of some sort of half-arsed, custom-made Duke Nukem
3D level, where the designer did a great job on the main interior but ran out
of ideas after that. I've read reviews of Painkiller in which this level was
particularly lauded for its design - well, it may look pretty when you're
inside the auditorium, but the level itself plays like a turd.

If you've just completed the Prison, this is the first level where you will
have to decide which cards to use and which to leave behind.

---

MONSTERS (151): DARK NINJA, EVIL SAMURAI, LOKHI, SPIDER
GOLD: 390
ARMOUR: 2
HOLY ITEMS: 2
AMMO: 47
OBJECTS: 77
SECRET AREAS: 4

TAROT CARD CONDITION: COLLECT AT LEAST 100 SOULS

RECOMMENDED CARD SELECTION
--------------------------

SILVER: Blessing / Soul Keeper

-=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-

Move one of the bins against the green skip in the middle, jump up onto it, do
a standing quick-jump across to the tiny ledge running along the wall just to
the left of the fence, then hop over to collect the relic from the secret
area. ~ Use the single bin here to jump onto the skip and back over the fence,
then shoot out the red doors and drop through.

There are four ninjas down here, as well as some armour, gold and ammo. Grab
their souls and go to the checkpoint.

[TAROT CONDITION: 4 SOULS COLLECTED]

[CHECKPOINT 1]

It's better to use your painkiller until you arrive inside the opera house
auditorium, so that it's easier to collect their souls. You don't want to go
all the way up the stairs and then shotgun a ninja off the edge, as you'll
then have to go all the way back down again. Get the stakes from the bottom
and go upstairs to the roof.

There are more ninjas in here - again, let them come to you and kill them
against a wall, as their bodies and souls can fall through the gangways and
become irretrievable. Get the shotgun ammo and go around to the next set of
stairs. Let the ninjas come up and shotgun them in the face at the corner.

At the bottom of these stairs is a... thing. It's got a mega ammo pack on it,
and it counts as a secret area. ~ You can just quick-jump up through the
railings, rather than having to do some complicated jump off the stairs. Get
the health and ammo behind it and move on.
______________________________________________________________________________
_______________________________V1.5 CONTRIBUTION______________________________

Sazaban <[email protected]>

"In your FAQ on Painkiller in the opera house level at checkpoint 1l you
describe one of the secret areas as "a...thing", just FYI that's a WWII
Submarine Conning Tower.  It's apparently there as a stage prop.  But as a
former Submariner, I thought it was kind of funny being there."

-=#=-

That's a pretty weird prop for an opera house...
______________________________________________________________________________
_______________________________V1.5 CONTRIBUTION______________________________

[TAROT CONDITION: 27 SOULS COLLECTED]

[CHECKPOINT 2]

It's going to be pretty difficult to collect all the souls in here, but it can
be done to give yourself a Demon Morph and a healthy portion of the 100 you
need for the card.

Ignore the boxes and so on for now, and just focus on clearing out the last of
the ninjas who will leap down from the balconies. Once they're gone the evil
samurai will appear from the same place, hurling balls of fire before them. As
if this wasn't bad enough, the big boxes will explode once you've gotten rid
of most of the samurai, releasing lokhis and some spiders who can multiply and
grow quickly if you don't kill them off.

Sometimes the chandelier drops and sometimes it doesn't - I'm not sure what
triggers it.

The best place I've found for dealing with all these enemies is on top of the
metal stairs with the ammo packs. Shotgun anyone who gets too close, and jump
off once in a while to grab the souls. Or you could just run around like mad,
as I usually do. There's health in one of the boxes near the scaffold thing.

Once the area is clear you can quick-jump one of the boxes around to the stage
and use it to get up to the secret area. ~ Grab the mega ammo packs from the
backdrop support, then jump off the stage and go to the checkpoint.

[TAROT CONDITION: 70 SOULS COLLECTED]

[CHECKPOINT 3]

Grab the ammo in the corner and then hurry up the stairs - it's easier to
clear out the ninjas here with grenades, but this only works if you catch them
all together. Keep an eye out for any ninjas falling over the banisters and
make sure you grab all the souls. Watch out for the fire extinguishers on the
wall - they can kill you if they explode too close.

There's plenty of ammo at the top and bottom of this area, so get it before
you leave.

[TAROT CONDITION: 84 SOULS COLLECTED]

[CHECKPOINT 4]

You get the run of almost the whole opera house from up here. You can drop
down to the lower levels or to the stage if you didn't get the mega ammo packs
earlier. You can also find some pretty weird paintings in one of the other
stairwells. Soak in the ambient noises while you're at it - weird stuff,
including the ghostly soprano.

If you can't be arsed with all that just pick up the couple of ammo packs and
run all the way to the far end of this high gallery. There is a dead-end set
of stairs just down from the elevator shaft, and there's armour and health
down there. Then go back and hit the next checkpoint.

[TAROT CONDITION: 84 SOULS COLLECTED]

[CHECKPOINT 5]

Work your way down the staircase here, taking care not to let the samurai too
close. Use grenades all the way and take the souls when you see them. More
samurai will spawn when you reach the bottom - bait them onto the stairs and
introduce them to your grenade-launcher.

Once they're gone you can get the second holy item in the last secret area.
Get to the top landing, just at the very start of the stairs. Quick-jump onto
the banister beside the stairs, then up onto the part of the pillar that juts
out at the corner, and then keep quick-jumping up either of the archways above
the pillar to reach the holy item. ~ Took me ages to find this one.

[TAROT CONDITION: 106 SOULS COLLECTED]

[CHECKPOINT 6]

A few more samurai down here and a couple of ninjas at the bottom. Go back
into the auditorium and take out the lone ninja guarding the next checkpoint.

[TAROT CONDITION: 114 SOULS COLLECTED]

[CHECKPOINT 7]

Get the health from behind the little sandwich board, grab the ammo and head
inside the final room. There are lokhis and evil samurai in here, as well as
some ammo behind each set of stairs, and a bunch of boxes. Bait the lokhis
into one big group on the stairs and then use the grenades to wipe them out;
then head up the stairs to take care of the samurai.

You'll be on a second Demon Morph around here if you've collected enough
souls, and it will help delete the next bunch of evil samurai which will spawn
into the area. Get them onto the stairs and grenade them into the floor. This
is a good area to use your cards in, if you haven't already. Watch out for the
destructible pillars surrounding the upper banisters - you can topple them to
block the monsters chasing you.

[TAROT CONDITION: 151 SOULS COLLECTED]

The opera house is now almost totally open to you, but I'm willing to bet
you're dying to get the hell out of here.

---

TAROT CARD: Speed (Gold)

-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-

------------------------------------------------------------------------------
                           3.8 - LEVEL 2/3 ASYLUM
------------------------------------------------------------------------------

This is another level that reminds me of the Thief games, only this time it's
the stupendously brilliant Shalebridge Cradle level from Thief: Deadly
Shadows - surely the most atmospheric map ever to appear in a FPS game.

The Asylum is the smallest level in Painkiller, and it's made only slightly
less fun by the restrictions necessary to get the card.

---

MONSTERS (92): AMPUTEE, FREAK, GHOST
GOLD: 300
ARMOUR: 1
HOLY ITEMS: 3
AMMO: 14
OBJECTS: 9
SECRET AREAS: 3

TAROT CARD CONDITION: FINISH THE LEVEL USING ONLY PAINKILLER WEAPON

RECOMMENDED CARD SELECTION
--------------------------

SILVER: Blessing / Soul Keeper
GOLD: Haste / Speed / Time Bonus

-=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-

The first holy item / secret area is above the front door of the building.
Quick-jump up the protruding bricks in the corner to the right to reach the
first bit of the roof, then jump around the window-ledge to the left of this
area to reach the relic. ~

Take the armour from the dry fountain and head for the checkpoint.

The second secret area is on top of the long tent-like thing at the rear of
the area, beside the checkpoint. As in the Cemetery, shoot or push the
lamppost over so that it leans against the corner of the roof, then quick-jump
up it to reach the super-health. ~

[CHECKPOINT 1]

This is just an underground passage with some ghosts in it. Ignore the ghosts
and head for the ladder, then up the stairs to the next checkpoint.

[CHECKPOINT 2]

Nothing will happen in here until you touch the pentangle, at which point
amputees will start spawning in the four corner rooms. These things are easy
enough to bounce your painkiller's warhead off, but try to stay out of the way
of the ghosts who will begin to attack.

Removing the last of the amputees will release a freak, who can be brought
down with no trouble. Notice the room with the blocked door next to the
pentangle - this will open later to reveal two holy items and a secret area.

Go into the small room and jump up the bookcase to the stairs. Watch out for
the gap in the stairs, and jump onto the ladder and up to the next checkpoint.

[CHECKPOINT 3]

Collect the ammo - superfluous if you're going for the card - and go back down
to the next checkpoint.

[CHECKPOINT 4]

There are some bedrooms in here, full of freaks and amputees. Duck into one of
the corner rooms and let the freaks come to you, walking through the doorway
and into your painkiller's beam. Clear out the amputees and hit the
checkpoint.

[CHECKPOINT 5]

Get rid of the amputees from your vantage point above the hole in the floor,
then drop through. The door will be knocked in and you must fight yet more
freaks and amputees, some of them clinging to the ceiling (these guys
shouldn't actually attack you). Be careful in here, as all the freaks from
here onwards will be able to detonate their heads and cause big damage at
close proximity.

Work your way through all the rooms in the upper floor, then go down the
stairs and do the same again. You'll probably get a Demon Morph here, and you
may also notice that the directional arrow is broken. Just hunt in every last
one of the rooms, and the doors will all open once the last one is gone. Have
a look at the freaky paintings on the walls before you go.

Before heading outside to the exit, go up the stairwell to the third floor,
and get those two holy items from the previously locked secret area. ~

---

TAROT CARD: Fury (Gold)

-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-

------------------------------------------------------------------------------
                        3.9 - LEVEL 2/4 SNOWY BRIDGE
------------------------------------------------------------------------------

This level can be hell on toast, and for a long time, too. I don't have a clue
how you design a weird concept level like this, but whoever did it did a great
job. It also marks the first appearance of the electrodriver, which comes in
very handy on numerous occasions.

---

MONSTERS (204): DARK NINJA, EVIL SAMURAI, LOKHI
GOLD: 716
ARMOUR: 5
HOLY ITEMS: 3
AMMO: 52
OBJECTS: 122
SECRET AREAS: 6

TAROT CARD CONDITION: FIND EVERY SECRET PLACE

RECOMMENDED CARD SELECTION
--------------------------

SILVER: Blessing / Soul Keeper
GOLD: Fury / Speed / Time Bonus

-=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-

Turn around and go up the hill so that you can get onto either of the side
ledges. Pick up the ammo packs from each, then remove the dark ninjas with
stakes or grenades. Pick up the freeze ammo at the back corner, drop down the
stairs and onto the pipe to grab the armour, then head along to the left and
under the little gap for the three mega ammo packs in the secret area. ~

There's more stakegun ammo beside the pipe, and heavy armour and ammo along at
the very far end of this side of the pipe. Try not to pick up the heavy armour
if you've just got the small armour from the pipe - you can definitely use the
heavy one again later.

Head back to that staircase and jump onto the pipe again, this time dropping
down to the other side to hit the checkpoint. Don't go along to the stairs
before you hit this checkpoint - the checkpoint will disappear if you go far
enough along, and you will be stuck in the level.

[TAROT CONDITION: 1 SECRET AREA FOUND]

[CHECKPOINT 1]

You'll have to fight off more ninjas in this narrow area - use the barrels and
a few shotgun blasts to clear the way. Along at the end you'll find more
ninjas beside barrels and shotgun ammo (under the stairs).

Head up the stairs and shoot out the barrels to kill off the ninjas coming at
you. The last of the ninjas are at the top of the stairs, and killing them
will open the doors and reveal another checkpoint.

[CHECKPOINT 2]

Finally, the electrodriver! Grab it and the ammo, then stand by the walls
while the barrels fall and burst. Climb up the first section of the ladder and
quick-jump around the narrow ledge to the back of this structure, where you
will find a super-health pickup in a secret area. ~ Quick-jump back around to
the ladder and climb to the top. Take out the four ninjas on the inaccessible
roofs with stakes or shurikens (make VERY sure all four are dead), then grab
the armour and health. There is a small ladder against one of the white blocks
that you can climb up to see the ninjas better.

Quick-jump down the support cables and onto the snowy bridge itself, and this
is where this level gets horrible. Thanks to the slippery surface, this zone
is one of the worst in the entire game.

You'll have to skate around on the icy floor while avoiding billions of ninjas
and a few samurai who will be spawning from both ends of the bridge. It's
tough to collect souls in here, but if you stick with the shotgun at the
start, switch to the electrodriver when the monsters are coming along the
bridge in big groups, and finally go to the stakegun to clear out the
remaining ninjas, you should be able to get enough for a Demon Morph, which
can do you a big favour here. This is also a good place to use your cards, and
you might want the super-health pickup at the far end of the bridge.

The checkpoint will appear once the last monster is gone, so hit that baby.

[TAROT CONDITION: 2 SECRET AREAS FOUND]

[CHECKPOINT 3]

Go down the stairs and collect all the ammo packs around here, then look for
the staircase down to the beginning of the level. Now you can run along the
right side of the pipe and go up the long staircase which was previously
unreachable. There are two holy items in the secret area at the top. ~

Go back along the pipe and up the stairs again, then step onto the cart and
scoot along merrily... through a door and into a barrier of explosive barrels
which can easily kill you. Unless, that is, you jump off as soon as you see
the door come down. Stake the ninjas shooting at you, and quick-jump up one of
the sloped parts of the side ledges. I recommend going up onto the left ledge
and running along.

From the end of this ledge you can jump onto the raised area to the left and
begin sniping at the monsters with the stakegun. Watch out for the two above
and behind you, then run all around the outer walls. You should find a health
pickup and a mega ammo pack in the back left corner, then proceed around to
pass behind the crate at the end of the lower train tracks. Keep hugging the
wall and pass behind the raised corridor with the locked door. Tucked in here
is another secret area with mega ammo packs and some freezer and electrodriver
ammo. ~ Keep heading along this narrow passage until you come out at a
staircase, near which are more stake ammo boxes.

Snipe away the remainder of the monsters (drop onto the tracks for more souls
and ammo). Once they're all dead, including the ones sniping from the huge
crates, the checkpoint will appear at the bottom of a ladder which you should
then climb. Beware of the new ice attacks coming from the samurai.

[TAROT CONDITION: 4 SECRET AREAS FOUND]

[CHECKPOINT 4]

The huge tanks will start falling in the distance, but ignore this for now.
Head into the corridor and start picking off the monsters with the
electrodriver. Some samurai will spawn outside, and a ninja will be sniping at
you from the top of the crate.

[CHECKPOINT 5]

More samurai and ninjas to deal with here - shoot the barrels to make it
easier.

[CHECKPOINT 6]

Slide along a weird, slidey tunnel and get trapped at the end. Freeze and
shotgun the samurai skating down towards you, then go through the door and hit
the checkpoint.

[CHECKPOINT 7]

Run halfway up the ladder and drop off onto the railing beside it. Go down the
second ladder on the wall beside the fence to reach the holy item on the
support beam. This counts as a secret area. ~ Run back up the ladder, over the
fence and onto the first ladder, heading up to the platform above it. Grab the
health and ammo, then drop onto the cable car roof and wait for it to begin
moving, in a clear nod to Return To Castle Wolfenstein.

You'll have to keep moving around on the roof of the car to stop sliding off.
You could also walk or quick-jump across the cables themselves, which is much
more James Bond. When you reach the far end jump off and climb the ladder to
the roof. Grab the ammo and run around to the back, where there is more ammo,
health and armour in a secret area. ~

Go back to the ladder and down to the door. Kill the lokhi and go through the
checkpoint.

[TAROT CONDITION: 6 SECRET AREAS FOUND]

[CHECKPOINT 8]

Grab the armour and go up the stairs. This last area is filled with more and
more spawning lohkis, but the electrodriver can make short work of them all.

Once the last one is dead and the exit is open, the staircase you just came up
will open again and you can make your way back through the entire level,
taking care of any secret areas you may have missed. You can run along the
cables at the cable car, and quick-jump down the two slidey tunnels.

---
</pre><pre id="faqspan-4">
TAROT CARD: Dark Soul (Silver)

-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-

------------------------------------------------------------------------------
                          3.10 - LEVEL 2/5 TOWN
------------------------------------------------------------------------------

Getting this undeady level's tarot card is no big deal, since you'd pretty
certainly be using mostly stakes in here anyway. The secret areas are another
story, and the linearity and slow pace of this level make it a bit drab at
times.

---

MONSTERS (141): AMPUTEE, LEPPER MONK, WITCH, ZOMBIE
GOLD: 600
ARMOUR: 1
HOLY ITEMS: 4
AMMO: 39
OBJECTS: 60
SECRET AREAS: 5

TAROT CARD CONDITION: FINISH THE LEVEL USING STAKES ONLY

RECOMMENDED CARD SELECTION
--------------------------

SILVER: Blessing / Soul Keeper
GOLD: Fury / Speed / Time Bonus

-=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-

Move forward into the first street corner to get rid of the zombies. If the
ladder at the corner has fallen on the floor with the explosion from the
nearest barrel, restart the level, otherwise you will probably miss the second
secret area. Work your way through the streets and look out for the zombies
looking down on you from the high ledges and platforms. Stay away from the
barrels and collect all the ammo and souls you can get to.

Once you see the checkpoint, turn around and go back to the start of the
level. Push or quick-jump that big cart under the archway and into the first
part of the town, where the barrel is (or was if you shot it out). Turn it
upside down and push it against the high wall, so that the two handles at the
back are touching the wall (where the dirt is piled up), and the back of the
cart is pointing down the next street. Stand behind it and quick-jump into it
repeatedly - if you do it right it will raise by ninety degrees with you still
quick-jumping on the end, and propel you high enough to reach the secret area,
where there is a mega ammo pack and a super-health pickup. ~

A second secret area is just across the street, behind that flaming window.
It's slightly easier to reach than the first one - use stakes to make the
ladder more secure against the corner of the wooden beams, then run up it to
stand on the crossbeam. Face the window while standing on the beam under the
left window frame, then shoot the left window frame open with a stake. As the
frame swings past, jump up and forwards to collect the holy item. ~
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

Adam Levine <[email protected]>
May 21, 2008

"After repeatedly trying the suggested trick of nailing the ladder up, I found
your trick of flipping the wagon worked quite well for both secret areas and
was orders of magnitude easier. After flipping the wagon end over end bringing
it into the square, point the handles at the center post just to the right of
the flaming window. If you keep pushing, the wagon will flip upright so that
it is a simple quick jump up the inside of the wagon to the frame. I then
flipped the wagon around and used your trick to get to the second secret area
with the super health."
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

Now go to the checkpoint.

[CHECKPOINT 1]

Clear out the next two enclosures, including the zombies up on the balconies
and the amputees crawling on the ground.

To get to the third secret area, park a barrel (hopefully you didn't shoot
them all out when you arrived) under the corner post of the wooden beams, the
part nearest the street where the checkpoint was. You can jump from the barrel
onto the vertical beam, then onto the short sloping roof beam. This part is
tricky, but you can quick-jump from this beam onto the side wall, and around
to the window, behind which is another holy relic. ~ This, by the way, is much
easier if you shoot off the two window panels so you can get past.

Head down the street to meet more zombies and a witch. Take out the zombie on
the balcony at the bottom end to finish off the monsters in this street, then
go to the checkpoint.

[CHECKPOINT 2]

Remove the zombies from this area, including the one on the high balcony,
beside the barrel. You might be nearing a Demon Morph, but don't trigger it
yet.

Move the cart to beside the sloping tiled roof just across from that high
balcony, and jump up onto the low sloping roof. From here you can quick-jump
along the ledge and get through the gap in the corner wall for another holy
item in the secret place. ~

Leap happily down the next street, only to be blocked by a spiky wall at the
very end. Try not to trigger your Demon Morph in this area, as the area
immediately after it is much harder. Delete the zombies who will appear from
the coffins, then attempt the final secret area.

Run and quick-jump up the diagonal wooden platform which fell over when you
arrived, holding your right and forward keys down to make sure you don't fall
through it. This is often easier if you quick-jump up the banister, rather
than the main platform. When you reach the top you can jump across the street
to the right and through the window for another holy item in a secret area. ~

Hit that checkpoint and brace yourself.

[CHECKPOINT 3]

Pick up the big armour from the street corner to the right, then head down in
the opposite direction.

This is just a brawl and, though it may be tempting to offload some grenades,
just stick with the stakes if you want that card. Speaking of which, this is a
good place in which to use your cards (the only place, really), and if you are
VERY lucky you might get a second Demon Morph just as you get rid of the last
of the enemies from in here. Oh well.

Most of the monsters here are zombies, though there are a couple of lepper
monks and a couple of witches. The monks are a priority, and after they're
gone (and you've got their valuable red souls) you can just keep jumping,
jiving and grabbing souls until the area is clear - use what little freezer
ammo you may have on the monks). If the checkpoint refuses to appear there's
probably a witch or two still flying around.

Try to hear what the voices are saying in Latin when you stand on the gibbet.

[CHECKPOINT 4]

Follow the tunnels and take the first right. Look for the little doorway to
the left and shatter the lepper monk to open the exit.
______________________________________________________________________________
_______________________________V1.7 CONTRIBUTION______________________________

Taylor <[email protected]>

"In the room with the final Leper Monk, there are 3 brown corpses, like the
ones you see in the hallway leading there. If you hurry and stake them to
the ground so the monk can't throw them, and stand far away from him, you can
pound away at him with no problems."

-=#=-

Yup, worked for me.
______________________________________________________________________________
_______________________________V1.7 CONTRIBUTION______________________________

Make sure to get any secret areas you missed before you leave; if you want,
that is.

---

TAROT CARD: Double Haste (Gold)

-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-

------------------------------------------------------------------------------
                           3.11 - LEVEL 2/6 SWAMP
------------------------------------------------------------------------------

Here lies the second boss, Swamp Thing, shambling around in the muck.

---

MONSTERS: Swamp Thing
AMMO: 28

TAROT CARD CONDITION: KILL SWAMP THING IN LESS THAN 4:00

RECOMMENDED CARD SELECTION
--------------------------

SILVER: Blessing / Replenish
GOLD: Double Haste / Fury / Time Bonus

-=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-

This is the easiest of all the bosses (except maybe for Lucifer). Use the
shotgun to shoot the bubbles at his feet as he moves, so that they burst and
the flames do him damage. Keep quick-jumping around to avoid the weird arm
things flailing at you from the mud, and shoot the bubbles he throws at you
before they reach you.

Once he's taken enough damage from the bubbles he'll become vulnerable to
direct attack, so pound him with the shotgun for a few seconds.

He then becomes invulnerable again, and six or seven large bubbles appear in
the swamp. Set them all on fire with the shotgun. When they're all burning,
Swamp Thing becomes vulnerable again, and it should be pretty easy to finish
him off if you hit your cards and shotgun him to death.
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

Alex Eberle <[email protected]>

"I'm having trouble with the Swamp Thing boss... The bubbles rarely ever pop
when I shoot them with a shotgun. The times when they do and I get to the next
part where there are six bubbles, I set all those on fire and shoot the boss
and it does nothing... how exactly do I kill this guy?" Thanks.

-=#=-

The bubbles on the water are hard to hit with any of the weapons you have
available, but the shotgun is the most effective. Move to the edge of the
land, as close as you can get to the bubbles without touching the water.

You should see his skin change texture noticeably once all the later bubbles
are on fire, and that tells you he's vulnerable to attack. If he is still
taking no damage you either haven't set all the bubbles on fire or you're
taking too long to hit him.
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

---

TAROT CARD: Dexterity (Gold)

-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-

------------------------------------------------------------------------------
                       3.12 - LEVEL 3/1 TRAIN STATION
------------------------------------------------------------------------------

That's one horrible card condition right there, especially in a hellish level
like this. You have a double problem here: firstly you have to kill all 266 of
the enemies while dancing your way carefully around every single soul;
secondly you have to do all this without getting the health bonuses the souls
would normally give you.

On the bright side, you do finally encounter your first rocket-launcher and
chaingun.

Check your cards before you start the level - using soul-based cards in a
level where you won't be collecting souls is a waste.

---

MONSTERS (266): MASO COMMANDO, SADO COMMANDO, SKELETON SOLDIER
GOLD: 833
ARMOUR: 4
HOLY ITEMS: 3
AMMO: 68
OBJECTS: 110
SECRET AREAS: 4

TAROT CARD CONDITION: DON'T COLLECT A SINGLE SOUL

RECOMMENDED CARD SELECTION
--------------------------

SILVER: Blessing / Replenish
GOLD: Dexterity / Fury / Time Bonus

-=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-

Stake your way around the sewers, avoiding the souls and collecting the ammo,
including the mega ammo pack in the secret area pipe set into the wall. ~
There's a side room with armour in it at one point, and more ammo and barrels
farther round. Clear away the last of the commandos and hit the checkpoint.

[CHECKPOINT 1]

Get rid of the enemies up the ladder with stakes (including the camper behind
you), get the health pack from the end of this hallway, then get the next
checkpoint at the bottom of the stairs.

[CHECKPOINT 2]

Pick up the rocket-launcher before you do anything else. This area quickly
fills with skeleton soldiers, but they're mostly harmless if you can get onto
the roof of one of the trains - this also lets you avoid picking up souls.
Shotgun them from here, or send rockets down at them from your newly-acquired
launcher; but watch out for the later ones who can shoot bullets at you - they
look a bit taller than the melee ones.
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

Andrew <[email protected]>

"In the second secret area at the rear of the train before the third
checkpoint, I grabbed the secret first and just stood there blasting all
enemies away from inside. They don't come in and you can just pound away at
them quite easily. I found the stakegun great for this. Step right and shoot,
step left to reload. This also helps to avoid inadvertently running over any
souls."

-=#=-

Yep, you got me there, nice one.
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

Once the minions are all gone, look under the escalators for ammo boxes, and
check the very back of the train on the right for a secret area containing two
holy items. ~ There is a set of heavy armour available if you can be bothered
jumping all the way along the window ledges, though I strongly recommend you
get it.

[CHECKPOINT 3]

This place is pretty tough, especially since there's nowhere to hide. I
suggest you drop down to the lower levels and bait the monsters onto the
stairs. When they're all crammed together you can take out great groups at
once with just one rocket. Keep moving and dropping rockets and grenades
everywhere, but make sure you don't back into a soul. Keep saving, and check
underneath the stairs for health, ammo and armour to go with the health and
ammo on the upper levels.

Once this area is clear the checkpoint will appear. You should now have killed
148 monsters without picking up one soul.

Head left into the long room. Pick off the two commandos camping above your
head, then prepare yourself for a ton of skeletons.

It's essential that you don't allow yourself to be backed into a corner here -
even if you do manage to get out of it, you can hardly avoid picking up the
souls nearby. Keep moving, baiting the soldiers into forming groups, then
unleash an electrodriver special or a couple of rockets. You'll have to fight
off three or four waves of the soldiers before the final, taller bunch
appears and starts chucking smoke grenades around. These guys are easy to take
out singly, after which the doors will reopen.

Go back out into the main room and turn left again. Head into the second long
room, behind the downward stairs, and take out the commandos on the floor and
ledges with stakes. Collect the ammo and leave.

Turn right outside and go around the curved hallway into a third anteroom.
This place can be easily cleared out with a few shotgun / freezer combos, and
there is plenty more ammo and even some armour to be had.

To reach the secret area in the ceiling, jump from the corner of the counter
and onto the vending machine. You can make an awkward, twisty jump from here
onto that broken beam, then jump up to the top level for the holy item. ~
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

Andrew <[email protected]>

"In the Train station, just before the 4th checkpoint, you mention that to get
to the secret area in the ceiling to jump from the counter to the vending
machine then to do a twisted jump to the broken beam. I tried this many times
but was unsuccessful so I found another way that is more fun also as follows;

  1. Shoot the vending machine with the painkiller twice, (I set the killer
as the primary fire mode), and pick up the coins. The machine is now moveable.
Look right down and push the vending machine out to the front of the broken
beam and turn it around, so that the top of the machine is like a ramp to the
beam. Do this gingerly because you don't want the machine to topple over, (the
looking down ensures that you are pushing the bottom of the machine).
  2. Move the two tables which are leaning over already, (the others are
immovable), and put one right in front of the vending machine on its edge.
Place the other table in front of the first one but upright, (or completely
inverted).
  3. Quicksave, (cos it's pretty easy to knock over the machine during the
following jumps).
  4. Jump onto the first table top, (or base if it is inverted).
  5. Jump from here to the top edge of the leaning table.
  6. Jump from here to the top of the vending machine. Stop immediately to
let the machine stop rocking. I tried to do two quick jumps a few times but
the machine just toppled over.
  7. Then jump up to the beam.

Heaps of fun and you get to move the furniture around as well."

-=#=-

Works, thanks.
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

Head outside to the long-awaited checkpoint.

[CHECKPOINT 4]

This is some sort of departure lounge, with some interesting signboards dotted
around. Work your way around with the electrodriver or the chaingun, making
sure to pick up the mega ammo pack in the tiny room in the back corner.

You probably also want that super-health pickup on the ledge the maso commando
was standing on. Shoot one of the nearby light fittings free of its supports
and it should clatter to the floor. Kick it around on the floor until one of
its ends is pressing against the base of the pillar on the right holding the
ledge up. Quick-jump the other end of it off the ground (like you did with the
first secret area in the Town) and it should let you reach the ledge when it
gets to ninety degrees. ~

There's a checkpoint awaiting your attention in the surrounding corridor.

[CHECKPOINT 5]

This tight room full of commandos and soldiers can be cleared out with rockets
and grenades. Check the back room for more commandos, then go around into the
dark hallway, clearing away the last of the monsters to reveal the exit.

---

TAROT CARD: Soul Catcher (Silver)

-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-

------------------------------------------------------------------------------
                     3.13 - LEVEL 3/2 ABANDONED FACTORY
------------------------------------------------------------------------------

This level, impressive though it is, seems to go on forever. The tarot card
condition sounds easy, but it's surprisingly hard. Many a time (twice) I've
jumped into the exit, prepared to swear that I'd reached at least 30, only to
be told that I'd failed. This is apparently to do with not having updated from
Version 1.0 to Version 1.5 (see contribution below).

For this reason it's best to use the soul-based silver cards, in order to give
yourself an advantage from the start. With so many monsters in one level you'd
think it would be impossible to fail this one, but it's definitely not.

The secret areas are also pretty fiendish, and in v1.0 of this guide I could
only properly find two secret areas and one holy item, which was absolutely
pathetic. I've got them all now though, after a very long and headache-
inducing session in the Factory.

---

MONSTERS (361): MASO COMMANDO, SADO COMMANDO, SKELETON SOLDIER
GOLD: 784
ARMOUR: 5
HOLY ITEMS: 4
AMMO: 93
OBJECTS: 157
SECRET AREAS: 6

TAROT CARD CONDITION: KILL AT LEAST 30 ENEMIES IN DEMON MORPH MODE

RECOMMENDED CARD SELECTION
--------------------------

SILVER: Dark Soul / Soul Catcher
GOLD: Dexterity / Fury / Time Bonus

-=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

vic rabb <[email protected]>

"I think you should add for Abandoned Factory that, for the game 1.0, you must
kill 30 ennemies in one demon morph but for people owning 1.5, you can do it
in two, three, four demon morph. It's one of the few differences between the
version but it's an important one for getting a card."

-=#=-

Nice one, thanks for letting me know. The guide will still ideally apply to
Version 1.0 of the game though, since there will always be people unable to
get the patch.
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

Pick up the armour in the corner of the room, then poke your head out the
door. Commandos will appear, so grab the armour from behind the building and
the ammo from the far corner while you clear out the last of the monsters and
grab their souls.

Heading into the next area you will come under siege from lots of sado
commandos. Keep moving and get busy with the chaingun or the electrodriver.
Move in fast if you spot a stray soul and let your Soul Catcher card soak it
up. There's a bit of ammo around the place, and a rocket-launcher at the back
end. Once the last of the commandos are removed from the outer area the
building will open its doors.

The building is pretty simple - just grab the ammo from above and below while
dealing with the commandos dotted around the place. Drop through the broken
window on the upper floor to escape to the checkpoint.

There's a secret area with a mega ammo pack on top of that half roof - come
back to it later.

You should now be very close to a Demon Morph, and this next area is perfect
for it.

[CHECKPOINT 1]

The big door will close behind you when you go far enough into this next area,
and it doesn't open until you've completed the map. Unfortunately you have to
get back to the beginning of the level if you want to tie up all the secrets.

The boxes in front of you will open to let out some commandos, and more will
be heading towards you from the right. Start running, jumping and shotgunning,
while collecting the ammo (including the bunch behind those big boxes), and
probably Morphing at some point.

[TAROT CONDITION: 14 MONSTERS KILLED]

Get to the far end of this area and remove the commandos who'll spring over
the wall. If you've worked at it you can reach another Morph as the last of
these commandos die off, so head into the next area and use it, looking for
the maso commandos at the far end.

[TAROT CONDITION: 22 MONSTERS KILLED]
______________________________________________________________________________
_______________________________V1.7 CONTRIBUTION______________________________

Squizur Boom! <[email protected]>

"I found out a little easier way to get the second secret in de Abandoned
Factory. You can use one of the crane things and place it next to the wall
(between the third and fourth tank) and jump your way up the wall."

-=#=-

Yep, easier than my way, cheers. Just move one of the hooks to the bottom of
that sloped wall and use it as a step up.
______________________________________________________________________________
_______________________________V1.7 CONTRIBUTION______________________________
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

Niko Alanen <[email protected]>

"About crane hooks: How am I supposed to get one off the chains? Shooting
rockets at them did nothing..."

-=#=-

As far as I can remember you just shoot whichever weapon does the job at the
chains attaching them to the beams. Though sometimes they didn't fall off for
me either, so maybe take a shot at one while you're Morphed to be on the safe
side.
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

Before you leave, look up at the top of the third tank in the left row of six.
It shouldn't be on fire, unlike some of the others. Shoot at the top with a
rocket and it will fall off. There is a broken part of wall between the third
and the fourth tanks, and the top of the fourth tank will probably not be on
fire either. If the top is still on it, shoot it off like you did for the
third tank. Now quick-jump up the pipes and onto the top of the fourth tank
(avoid the lethal fire coming out the top). Then jump across onto the wall and
then into the bowl of the third tank for the holy item. ~

Another thing you might want to do in this area is shove one of those big
yellow and black striped hook things lying around (sometimes there are none on
the ground, so look up and shoot one of the big ones off the wires with a
rocket) all the way back to that door which shut behind you earlier. You can
come back to it when you've opened the map's exit.

Pick up the ammo boxes from all over the area with the oil tanks and head for
the next checkpoint.

[CHECKPOINT 2]

Avoid the crate on the left as you run forwards: both crates will soon explode
and do you some damage if you're close. Tons of skeleton soldiers will sprout
from the boxes, and you can pick up a lot of souls from their dying ranks.
Drop them all with rocket-launchers and head around to the right, to the two
big gas tanks. Snipe the commandos off the top of each, and take out the lone
commando standing on the stairs at the nearby building.

To reach that heavy armour on the cylindrical tank, jump up the three pipes at
the back, then quick-jump up the curve on the end of the tank itself. From
here you can only just twist and jump around to reach the top of this secret
area. ~

There will be a maso commando standing in the doorway of the building behind
this tank, so stake him and avoid his soul if you're close to another Morph.
You'll have to clear out that building without picking up any souls, because
it's not a good place to use a Morph. So use stakes and avoid the souls; then
pick up the ammo and armour (if you need it) and hit the checkpoint. This sets
the furnace in the centre of the room alight.

[CHECKPOINT 3]

Run around to the back of this area and shoot out the flaming barrel beside
the tall gas canisters: if you do it quickly you can destroy a big cloud of
soldiers from that one explosion. This also opens up the main building, but
don't go in there yet.

Now is the time to hit your third Morph, as hordes of skeleton soldiers will
be appearing from two directions. Wipe the remaining ones out using your Morph
and your rocket-launcher, then duck into the little building whose door opened
when you came out from the previous checkpoint (near the stairs running up the
side of the main building). This room is a secret area with health, ammo and a
holy item. ~

[TAROT CONDITION: 41 MONSTERS KILLED]

Don't go up that ladder yet: instead go back outside and run all the way
around to those big gas tanks at the back (they'll be gone if you blew them up
earlier). If the tanks are still there, shoot out the barrel to destroy them
and open a hole in the building wall.

Now you can clear out the interior of the building without worrying about
getting trapped, which was a problem before. Jump through that big gap and let
the monsters spawn in - this building won't be populated until you hit that
low platform just inside the hole in the wall. Hunt around for any remaining
commandos, and collect their souls until there are none left. You'll know
you've got the last of them when the monster count reaches 216, at which point
a checkpoint will appear upstairs.

You can get to the roof of this building and get a nice view of the whole
level, but there is no secret area up there. Which pissed me off after
spending years trying to get up to find out.

Grab any pickups you haven't yet got from the area and head through the
checkpoint.

[CHECKPOINT 5]

Step onto the conveyor belt and ride it until you see the first commando, then
step off and run alongside it. Eventually the commando will reach the end,
grouped with several other minions. Rocket-launch the sados and freeze /
shotgun the maso, and the door will open.

You should be nearing another Morph, and this is another perfect area for it.
Run up the far ramp to trigger the appearance of several billion soldiers,
then start running around with rockets to clear them out. Morph if you're able
and grab some more precious kills.

To do yourself a favour later leave at least one of the barrels intact.

[TAROT CONDITION: 62 MONSTERS KILLED]

Once all the waves of soldiers are gone some maso commandos will appear en
masse. You could try the stakegun here, but it takes too long. The best way
through this is with the freeze / shotgun combo. Get the souls and the ammo
and jump up the box to the next checkpoint.

[CHECKPOINT 6]

Using the boxes to quick-jump up the walls, go straight ahead, left, then left
again. Get rid of the three or four commandos in the last tunnel, then pick up
the super-health and ammo before hitting the final checkpoint.

Those two big grey doors blocking one corner of this tunnel network will open
later, though you might find it hard to get back to them.

[CHECKPOINT 7]

If you've been keeping up with me you should be nearing your fifth and final
Morph, and this is yet another great area for Morphing.

Drop through the wall and around to the left to trigger a huge attack from
skeleton soldiers. More and more will spawn, followed by more commandos. You
can get two (three at a stretch) Morphs in here, so use them to rack up more
kills until the last wave of monsters is gone.

[TAROT CONDITION: 112 MONSTERS KILLED]

Once you're safe, climb the ladder on the gas tank to find the exit.

But before you head out you could get the last two holy items. Jump off to
the right of the exit and land on the small tunnel roof. Drop off the left
side of the other end of the roof and land on the sloped ledge which rings the
gigantic, high chamber. Run around this ledge until you see the long ladder.
Climb up and get the quad damage (despite having killed all enemies) and holy
items from the secret area. ~

I found it almost impossible to quick-jump back up onto that surrounding
wall where the ladder is poking up, so you may have to drop through the gaps
in the roof to land far below. This is actually a good thing, except if you
die from the fall. There is another way to get back into this chamber from the
exit, but it's far more long-winded, so do it the easy way.
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

Niko Alanen <[email protected]>

"You can get back on the ladders after picking up Quad Damage if you quick-
jump on the left side of the ladders (probably other spots as well)."

-=#=-

If you make it fair enough, but for the purposes of the guide I'll assume
that, like me, most other people will be falling down like noobs.
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

You are now in the conveyor belt chamber you cleared out a while ago, and it's
easy enough to jump up the same box you used before and turn right at the
first junction (where the two boxes are). You went straight on earlier, but
now the big grey doors are open to allow you into the secret area with the
ammo and armour. ~

If you need to go farther back into the map, make your way back into the big
chamber where the conveyor belt ends, and quick-jump (or use a barrel if you
kept one) onto the platform to the left of the conveyor belt. From there you
can jump into the long tunnel and run all the way back to the area with the
two big buildings. This allows you access to all of the early sections of the
level.

This is the only way you can tie up the very first secret area in the game, so
get all the way back to where you left that hook crane part earlier. That big
door is now open, so you can push the hook through and position it against one
of the pillars holding up the sloping roof beside the building. Remember how
you got to the last secret in the Train Station? Same thing here - move the
object until one end is touching the base of one of the pillars, then quick-
jump into the other end to lift yourself up and onto the low roof, where there
is a mega-ammo pack. ~

If you're done, get all the way to the end of the level, climb the last ladder
and hit the exit.

---

TAROT CARD: Forgiveness (Silver)

-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-

------------------------------------------------------------------------------
                       3.14 - LEVEL 3/3 MILITARY BASE
------------------------------------------------------------------------------

This is a huge level which is made even bigger by the fact that you have to
visit every area in order to get the card. You're probably sick of the sight
of skeleton soldiers and maso and sado commandos by now, but you're going to
have to meet a lot more of them before you're done here.

See how many things remind you of Duke Nukem in here. There's a lot of
brilliantly weird radio chatter audible throughout this one.

---

MONSTERS (347): MASO COMMANDO, SADO COMMANDO, SKELETON SOLDIER
GOLD: 680
ARMOUR: 7
HOLY ITEMS: 4
AMMO: 109
OBJECTS: 91
SECRET AREAS: 7

TAROT CARD CONDITION: KILL ALL MONSTERS

RECOMMENDED CARD SELECTION
--------------------------

SILVER: Soul Catcher / Soul Keeper
GOLD: Dexterity / Fury / Time Bonus

-=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-

Kill off the six enemies in this initial area, grab the armour and ammo and go
for the checkpoint.

[TAROT CARD CONDITION: 6 MONSTERS KILLED]

[CHECKPOINT 1]

Work your way up, freezing the masos and shotgunning everyone else, and
grabbing the health and ammo. Push that barrel through the door if you want to
lay down a trap.

Try to use as few rockets as possible for the foreseeable future - you'll be
wanting them later.

[TAROT CARD CONDITION: 20 MONSTERS KILLED]

[CHECKPOINT 2]

Head round to the right and approach the small radar hut, pushing the barrel
ahead of you. Soldiers and a couple of masos should appear, so shoot out the
barrel to take out the first few, then duck around the corner and chaingun
them all to hell while your card leeches the souls. Going around the main
building will trigger another wave - use rockets against these guys, and try
not to shoot out the three barrels against the wall.

Collect the ammo from the guardpost, the bunker and the two huts, then quick-
jump up the three barrels to reach a holy item in the secret area. ~

Next, shoot the flaming barrel through the fence to make the truck roll down
the ramp and smash into the gates, then go through the gates which should have
opened in the wire fence. Sometimes the lower gates don't break, but you can
still jump up the truck and over the top. More sados will spawn up the hill,
so shotgun them to the deck and pick up the armour from the hut above the
truck. Then go to the other hut for the next checkpoint.

[TAROT CARD CONDITION: 54 MONSTERS KILLED]

[CHECKPOINT 3]

A sado will appear behind you as soon as the doors close, so gib him one and
then poke your head out the door. More commandos around here, so collect
enough souls to get near to a Morph (try to miss at least one, because this
isn't a great place for a Morph) and let the door into the building open.

[TAROT CARD CONDITION: 66 MONSTERS KILLED]

[CHECKPOINT 4]

Clear out this room, using your Morph if you're near it, and collect the ammo
and gold from the boxes. Step onto the lift in the corner of the floor and it
will take you down. Get your freezer ready for the maso commando in the
hallway, then hit the checkpoint.

[TAROT CARD CONDITION: 77 MONSTERS KILLED]

[CHECKPOINT 5]

Use your chaingun to clear out this room and the long corridor, grab the ammo
from behind the computers, then remove everyone from the room at the other end
of the corridor.

[TAROT CARD CONDITION: 94 MONSTERS KILLED]

[CHECKPOINT 6]

Drop down to the very bottom of the missile chamber and grab the holy item in
the secret area. ~ Clamber gracefully up the ladder and freeze / shotgun the
commandos who will be poking their heads into the shaft, so to speak. Climb
the next ladder on the inner wall to take on more masos, then the next ladder
on the inner wall of this floor to reach the top, where there are - you
guessed it - more commandos. Take the armour, go back into the missile chamber
and get the ammo and checkpoint.

[TAROT CARD CONDITION: 106 MONSTERS KILLED]

[CHECKPOINT 7]

This is the toughest part of the level yet, and as soon as you get off the
ladder you will be under immediate attack from some sort of mortar gun nearby.
There are several of these mortars dotted around this huge outdoor area, as
well as three tanks. Each of these armoured vehicles takes about five or six
rockets each before they'll explode (they each count as one kill).

You'll also have soldiers flocking around, and you'll have to either jump and
dodge all over the place or head for the nearest cover, which happens to be
that doorway around to the left of the ladder you just came up.

You should also be pretty near a Morph, so clear away the tank, the three
mortars and the soldiers this side of the plane, then run into the plane
itself for the health. More soldiers will spawn inside the plane, so run out
the front and bait them all the way over to the bunch of big garages. When you
get close enough to this area, two more tanks will appear, as well as lots
more soldiers. Kill one or two of the soldiers to trigger your Morph, then
clear the place out with ease, going for the tanks first.

One or two of the garages have ammo boxes in them, and the secret area in the
plane can be reached by pushing the box up to under the half ladder, then
jumping up and forwards to get to the ammo, super-health and heavy armour. ~
There's another secret area on top of the plane - get there by quick-jumping
onto the wheel and up the side to get the mega ammo packs. ~

Bearing in mind your card condition, you'll have to explore each of the three
bunkhouses just next to the garages. Enter each one from the back, then wait
for the door into the sleeping area to open to reveal a few monsters. Make
sure you've done all three bunkhouses, or else you will miss your target kill
ratio. The plane and the bunkhouses are the areas here which you must
necessarily explore in order to kill off all the monsters - the directional
arrow will often break during this stage, and it will only reactivate once you
go into the areas you haven't yet been to.

Anyway, once everything here is explored, head over to the big building in the
far corner, surrounded by steel mesh fence. The door will close behind you,
and you have to work your way upstairs, past the commandos and collecting the
ammo and armour. There is an interior elevator which can take you to the top
floor, where you will meet another maso commando and a checkpoint.

[TAROT CARD CONDITION: 196 MONSTERS KILLED]

[CHECKPOINT 8]

Go to the other side of the elevator and grab the electro ammo from the back
of the eagle's nest. Jump down to the next checkpoint.

[TAROT CARD CONDITION: 196 MONSTERS KILLED]

[CHECKPOINT 9]

This is pretty similar to the previous area, only now you also have commandos
sniping at you from the roofs of the planes. Avoid the mortars and tanks until
you've killed off the foot soldiers by drawing them into the back corner
behind the left hangar where, by the way, there is a secret area containing a
holy item. ~

When you try to go down to the far end, approaching the planes, more commandos
will materialise from around the boxes. Don't get sucked into a fight around
here - there are too many mortars and tanks and snipers. Draw the commandos
away from the area and erase them with a few bursts of the chaingun or
whatever.

Now you can get started on the mortars and tanks. You might be on a Morph at
some point around here - this is the ideal place in which to use it. Pick up
the ammo dotted around and head over to the door in the wall, just right of
the end hangar. This is another secret area which you can skip, but which you
must visit to reach your kill quota for the card. ~

The door will predictably close behind you, so head out to the right and start
erasing the maso commandos running around on the ground. Shoot the ammo box at
the guardpost to trigger a big explosion at the truck, then get busy with the
freezer and the shotgun. There is ammo lying around, as well as some heavy
armour and electrodriver ammo in the hut at the back left (climb the ladder
inside). Drop off the side of the roof of this hut to escape this area, then
run round to the row of hangars.

The plane near the hangar you're about to go into has parked close enough for
you to quick-jump onto the top of the plane and step onto the bottom of the
tail-fin. You should slide up it without having to move, at which point you
can step off the fin and onto the low roof. Quick-jump along to reach the top
of the hangar roof and grab the last holy item from the last secret area. ~

If you don't want the card you can drop off the back left of the hangar roof
to the small adjoining huts, behind which are mega-ammo packs. This lets you
skip the first hangar altogether. If you do want the card then you'll have to
do it the long way.

There is a big pile of boxes and barrels blocking your way into the back of
the right hangar (unless you drop off the roof), so shoot them out and collect
the coins. Go through the doorway and have your freezer and shotgun ready
again.

Once you've dealt with the first lots of commandos, hug the right wall of this
maze to be led to a health and mega ammo packs. Go back round and enter the
middle of the maze, where more commandos will appear. Watch out for the prox.
grenades and keep your freezer busy.

More commandos are guarding the back of the maze, but once they've all been
removed you can grab the ammo and head for the checkpoint.

[TAROT CARD CONDITION: 277 MONSTERS KILLED]

[CHECKPOINT 10]

You're nearing the end of the level now, but the following areas can be pretty
tough, in a Smash TV sort of way. Look behind the two adjoining outer doors
for ammo, then go into the next hangar. Have your chaingun and rockets ready
for this part, and stay at the back of the bottom floor while you wipe this
bunch of skeleton soldiers and maso commandos out. You may also be on a Morph
- use it here if you can.

[TAROT CARD CONDITION: 304 MONSTERS KILLED]

[CHECKPOINT 11]

More ammo outside, and then a hangar with four tanks in it. Get up high and
keep jumping, dodging and moving while you dump rockets on their heads. Once
the tanks are gone a few soldiers teleport in, but they're too little too
late.

[TAROT CARD CONDITION: 316 MONSTERS KILLED]

[CHECKPOINT 12]

And finally, the hangar with the UFO in it. Stay on the bottom level here,
freezing and shattering the maso commandos, then taking out the sados
afterwards. When they're gone some soldiers will appear, soon to be aided and
abetted by more masos. Use rockets on the soldiers, but try to freeze and kill
off the masos first, since flaming skeleton soldiers are more difficult to hit
than normal.

The exit appears on top of the UFO once the last monster is gone, at which
point you can tie up any secret areas you've missed and head out.

[TAROT CARD CONDITION: 347 MONSTERS KILLED]

---

TAROT CARD: Greed (Silver)

-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-

------------------------------------------------------------------------------
                          3.15 - LEVEL 3/4 RUINS
------------------------------------------------------------------------------

This boss level can be hard, not really because of Guardian itself, but more
because of the incredibly short time limit for the card. If ever your PC will
suffer frame loss while playing this game, it's in here.

0:58 on Trauma!

---

MONSTERS: GUARDIAN
ARMOUR: 2
AMMO: 102

TAROT CARD CONDITION: KILL GUARDIAN IN LESS THAN 1:20

RECOMMENDED CARD SELECTION
--------------------------

SILVER: Blessing / Forgiveness
GOLD: Dexterity / Fury / Time Bonus

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Right, you are going to use two weapons in here, and two weapons only. As soon
as the level starts, run forward and grab the shotgun and chaingun ammo at the
bottom of the two pillars to either side. Stand still and chaingun the head of
Guardian's hammer while he approaches you from the distance. You should see it
flash blue-ish silver when your shots hit it, and Guardian's health will start
to drop.

The hammer becomes invulnerable while Guardian is raising it above his head
and smashing it into the ground. Save your ammo while he's attacking, and make
sure you're jumping off the ground every time the hammer impacts. He will
attack more frequently the closer he is to you, so you might want to use your
cards before he's too near. He can stamp on you, doing you severe damage; and
he can also heal himself by thumping the bottom of the hammer off the ground.
It's therefore a good idea to get rid of the hammer fast.

Your chaingun should have his hammer gone soon, especially with the help of
the cards, and his first incarnation will die. Guardian will lose the hammer
and start attacking with his fists, at which point you should switch to the
shotgun, trigger your second shot at the gold cards (hope you followed my card
advice), and start pounding him with blast after blast.

His second body should fall insanely quickly from your shotgun blasts, and if
you did all of the above with a minimum of fuss you should manage to squeeze
your success into a time of 1:20 or under.

Don't make the mistake of running all over the area, looking for ammo and
armour and health, etc. Time is of the essence, so concentrate on Guardian
instead of yourself. And use your cards.

---

TAROT CARD: Iron Will (Gold)

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------------------------------------------------------------------------------
                          3.16 - LEVEL 4/1 CASTLE
------------------------------------------------------------------------------

This is a pretty small, easy level, reminiscent of RTC Wolfenstein. You can
blast through this one in minutes, though it might take a while to get some of
the holy items.

---

MONSTERS (127): BEAST, BONES, EXECUTIONER, ZOMBIE
GOLD: 924
ARMOUR: 4
HOLY ITEMS: 7
AMMO: 50
OBJECTS: 28
SECRET AREAS: 7

TAROT CARD CONDITION: FIND EVERY HOLY ITEM

RECOMMENDED CARD SELECTION
--------------------------

SILVER: Soul Catcher / Soul Keeper
GOLD: Dexterity / Fury / Time Bonus

-=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-

Before you head along the bridge, stand on the right edge and look for the
ladder leading down. Climb down it and step off to the right for the first
holy item in the secret area. ~

There are two more holy items farther along the underside of the bridge - jump
around to the side to reach the next area, then again to the last. Then you'll
have to jump back again to that ladder. Quicksave a lot and reload if and when
you fall off.

Back up the ladder, go along the bridge and get jumped by four beasts, two of
which can jump far enough to land behind you. Introduce them to your freezer
or chaingun, then head through the gate.

Grab the armour to the left and the ammo nearby, then start wiping away the
zombies above you and along to the right. There are two more beasts here,
which should be priorities. I always wanted an excuse to use the word
'crenellations', so here goes. The spiked wall around the corner will lower
when the last of the monsters is gone from here, so check the high ramparts
without crenellations for any you may have missed.

This next area will only close and spawn enemies if you approach it by walking
on the ground, so run along the ramparts and collect the health and ammo from
behind the big house before you drop to the ground.

This part is more open and it contains some nice siege weapons; a scorpion, a
battering ram and a trebuchet (thank-you, Age Of Empires). The trebuchet will
lob a flaming barrel at you, but by that time you've probably frozen the
executioner and shattered him to bits, as well as taking care of the two
beasts and the rest of the zombies. Well, maybe you weren't quite that fast.

Anyway, get the ammo, including the freezer ammo up behind the house, along
with the health, then go to the checkpoint.

[TAROT CARD CONDITION: 3 HOLY ITEMS FOUND]

[CHECKPOINT 1]

Grab the two mega ammo packs inside the house and wait for the two
executioners to spawn in front of you. Freeze 'em and shatter 'em, then head
outside to the next checkpoint.

[CHECKPOINT 2]

Quickly get rid of the executioner and the two beasts in the courtyard with
the freezer. Once these guys are gone you can go to the stakegun and begin
picking off the slow-moving zombies. You might notice the game's second quad
damage on the gallows platform - use it in here if you want, though the area
is not that hard.

Anyway, once the courtyard is cleared out you can get the next two holy items.
Jump onto the low roof next to the archway you just came through, then up onto
the higher roof to the left. Go to the left of this roof, against the brick
wall and start quick-jumping up to the right - you should make it up to the
secret area after a few tries, to collect two relics and coins from the chest.
~
</pre><pre id="faqspan-5">
There's another secret area room full of chaingun ammo under the lower roof. ~

On to the next checkpoint.

[TAROT CARD CONDITION: 5 HOLY ITEMS FOUND]

[CHECKPOINT 3]

This building is full of bones, who can steal souls from you if they get too
close. You could be on a Morph in here, but this is not a good place to use
it. You can let the bones steal some of your souls to keep your Morph at bay,
then use it later on.

Anyway, work your way through each room and floor of the building, picking up
the ammo, armour and health on the way. There are quite a few bones in here,
so make sure you search every last room and hallway. Use the electro for any
who get too close, and clear out every room you approach with grenades.

Get to the checkpoint downstairs and head through.

[CHECKPOINT 4]

Another part of the building with more bones: go up the spiral staircase and
clear them out. The checkpoint will only appear upstairs once they're all
gone, so if there's no checkpoint you haven't got all the bones (I always seem
to miss the one standing right at the door I originally came in by).

[CHECKPOINT 5]

Drop down to the chests and go back outside. Look over to the right to see the
next holy item. You can't reach it from here, so you'll have to jump from
either of the roofs up above you. Walk around the ramparts and go into the
tower next to you, up the buggy ladder (try walking up the right of it), and
onto the roof where the heavy armour is in the secret area. ~

Quick-jump round and round in circles until you manage to jump from the edge
of the cracked area over to the lower tiled roof of the building you were
recently in. Jump from here onto the upper roof and round through the secret
area to the other side (grab the super-health), to look down on the lonely
holy item. ~ Quick-jump off the edge to collect it from the guard tower roof,
another secret area. ~

Make your way back round and into the courtyard, grab the quad damage from the
gallows if you didn't get it earlier, and go into the low doorway.

[TAROT CARD CONDITION: 6 HOLY ITEMS FOUND]

[CHECKPOINT 6]

Work your way through these dungeons (both a Morph and the quad damage help in
here), then hit the checkpoint. I went with the freezer for the executioners
and rockets for the zombies.

[CHECKPOINT 7]

Down the stairs to more dungeons, this time with quite a few more bones. Whip
out the rocket-launcher again once you've taken out the executioners. Killing
off the last of the monsters in here opens the exit, but before you go through
it, go all the way back out into the courtyard and look in that room across
from the gallows platform for the last holy item. ~

[TAROT CARD CONDITION: 7 HOLY ITEMS FOUND]

And finally the tedious trek back to the exit.

---

TAROT CARD: Rage (Gold)

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------------------------------------------------------------------------------
                         3.17 - LEVEL 4/2 THE PALACE
------------------------------------------------------------------------------

You'll have some thinking to do when it comes to picking cards for this level.
I go with Soul Keeper and Soul Catcher for silver, since I tend to think I'll
need all the health I can get in here. Iron Will would be a good gold card to
have here, too.

---

MONSTERS (357): ARABIAN WARRIOR, BONES, EXECUTIONER, TEMPLAR KNIGHT
MINIBOSS (4): GIANT TEMPLAR
GOLD: 718
ARMOUR: 3
HOLY ITEMS: 2
AMMO: 141
OBJECTS: 150
SECRET AREAS: 4

TAROT CARD CONDITION: FINISH THE LEVEL WITHOUT ARMOUR

RECOMMENDED CARD SELECTION
--------------------------

SILVER: Soul Catcher / Soul Keeper
GOLD: Iron Will / Rage / Time Bonus

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______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

vic rabb <[email protected]>

"Did you include the Arabian Warrior as a Dark Ninja in the Palace and Babel?
Because I was shocked to see there were Dark Ninja in these levels but I
didn't remember it - I've checked and I understood that you were talking about
Arabian Warrior. My opinion is that Arabian Warrior and Dark Ninja are two
distincts characters :)"

-=#=-

Sigh. Fixed.
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

This first area is pretty simple. Stick with the killer if you can, and
collect all the ammo and gold once the warriors and bones are gone. You can't
get the armour right now, even if you're not going for the card.

[CHECKPOINT 1]

This big, open, circular area will quickly fill with more and more and more
warriors, spawning from every corner. Run around in circles, baiting the
warriors into forming groups and then dumping a couple of rockets in the
middle. Watch out for the templars sniping at you from the upper ledges and
the roofs - you can deal with them later.

Avoid picking up the armour and try to push towards a Morph without actually
triggering it - by the time you have enough souls nearly all the enemies
around here will be gone. Watch out for those barrels too - they may fly
straight up in the air and land on the same spot, bursting into a puddle of
flames - a nice trap for any bunches of ninjas chasing you.

Grab the multitudinous ammo packs and then go upstairs to clear out the upper
surround of templars and more warriors. You'll have to pick off the one or two
knights high above you - use the stakegun or freezer on these guys, though
you'll have to be accurate enough to catch their unprotected right sides.

Climb up the sloped pillars and quick-jump onto the roof surround, then run
round to the left and quick-jump across for two chests of coins in the secret
area. ~ You can also get to that first armour you saw earlier by jumping down
from the blue wall surround and then quick-jumping through one of the archways
on the dome.

Head down to the next checkpoint at the piles of rubble.

[CHECKPOINT 2]

This area is a bit chaotic, with the fountain in the middle throwing (and it
does aim) lumps of "liquid hot mag-ma" at you; the templars sniping at you;
the bones running at you; and the warriors appearing from everywhere in wave
after wave. Head up the stairs and get busy with the chaingun or shotgun,
grabbing however many souls you need to reach a Morph.

Do all the damage you can with the Morph, but once it's gone I suggest you
stay upstairs and let everyone come to you if you don't think you can cope
with the ground levels. It's not hard down there, really, as long as you keep
moving and shotgunning. Just watch out for the bags of fireworks which will
whee! around if you shoot them.

Pick up the ammo and health if you need it, and check the room to the side of
the fountain for more. Then go to the checkpoint.

[CHECKPOINT 3]

Get through the little room with the bones and chests (for some reason you
have to destroy the chests and free the bones, or else the next door won't
open), then head into the third of the big outdoor spaces.

This area isn't even worth worrying about if you can hit a second Morph. If
not, you'll have to keep under cover of the arched surround while you crank up
the freezer. Quick-jumping around the backs of templars is easy, allowing you
catch them in the back with some ice. There are executioners too, but the
bigger problem comes from the four (killable) Sauron-ish eyes parked around
the square.

Ignore the armour in the side room, but you might want that super-health
pickup. It's a pain to get, but there are two ladders leading up the walls
around this area. Pick the one on the opposite half of the square to the
pillar with the pickup on it; climb the ladder and get pinged off the top
(just like with the rope on the pillar in Catacombs), then turn right in mid-
air to land on the last ledge on the right. As you land on this ledge you
should immediately jump outwards to the right, towards the jagged stone ledge
nearby. It's only just possible to make it, and from there you can jump across
to the middle pavilion roof, and finally over to the super-health and the
secret area. ~

To the next checkpoint.

[CHECKPOINT 4]

Just a staircase with some bones and electro ammo.

[CHECKPOINT 5]

Yet another outdoor area, this time with nothing but bones and templars. The
templars are the more immediate danger, and this time there are no corners to
hide in. Get to work with the freezer, only taking out the bones when they've
collected in groups, at which point you can drop them all with one rocket.

The pillared ledges in the middle can be brought down by shooting the nearby
fireworks and barrels, and you'll have to get rid of the templars on either
high ledge by using the stakegun.

To get that holy item above you, go to the back left corner, the one farthest
away from the new checkpoint, and quick-jump from the corner onto the bouncing
square. With luck it will shoot you up to the upper ledge, through the gaps in
the ceiling. Jump onto the barrel and up, then run round onto the narrow ledge
to reach the first relic and the secret area. ~

[CHECKPOINT 6]

This is some sort of throne room, and it will soon be filled with warriors and
templars, as well as some executioners later.

At long last, an area built for the electrodriver. This place is a stroll if
you just hide in one of the side corridors and let the monsters get grouped at
the bottom of the stairs. Keep dumping electrobursts into them, or use drivers
on the warriors and electro on the templars. There's plenty of ammo nearby,
and you can pick up the quad damage if you need it (this is probably the best
place to use it in).

When the last monster in here is dead the next checkpoint will appear.

[CHECKPOINT 7]

Run up the stairs and remove the pesky Arabs, then head into the upper
circular corridors and start mowing down the warriors and bones with the
chaingun or electrodriver. This area is easy if you watch your back, and
another Morph will make it even easier.

The exit opens as the last minion up here dies, but before you head back down
either spiral staircase, check the newly-opened door in between them, in the
long top hallway. In this secret area you can find three chests full of coins
and the second holy item. ~

When you approach the exit someone chuckles evilly, and the exit disappears.
Four Giant Templars will materialise, but they're actually pretty easy if you
just run into one of the raised hallways on either side of this room. The
giants are too big to fit through the door, so just drop them with a few
rockets each.

With the Giants' demise the real exit will appear.

---

TAROT CARD: Vitality (Silver)

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------------------------------------------------------------------------------
                          3.18 - LEVEL 4/3 BABEL
------------------------------------------------------------------------------

This is a classic Painkiller level, made longer and more immersive by the fact
that you have to hunt down every little ammo pack (and pick them all up).
There are some very dangerous areas around here, and weapon choice is
important.

The worst secret area in the game lurks here too.

---

MONSTERS (228): ARABIAN WARRIOR, BEAST, EXECUTIONER, TEMPLAR KNIGHT
MINIBOSS: GIANT BEAST
GOLD: 950
ARMOUR: 4
HOLY ITEMS: 4
AMMO: 95
OBJECTS: 168
SECRET AREAS: 5

TAROT CARD CONDITION: FIND ALL AMMO

RECOMMENDED CARD SELECTION
--------------------------

SILVER: Soul Catcher / Vitality
GOLD: Iron Will / Rage / Time Bonus

-=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-

Before you do anything, look directly ahead and up at the light shining in the
ceiling just above and beyond that little doorway. It's not a light, it's a
cunningly disguised holy item, made to look like all the other golden glowing
things around here. No wonder I missed it in v1.0. Get it later.

You're low on ammo and you're going to need lots, so start collecting from
this area while avoiding the health pickup in the middle. There are the
following:

Chaingun (3): In the back left corner, in the dark
Grenade (2): In a corner to the right of the stakegun ammo
Grenade (3): In the back right corner
Shotgun (3): To the left of the starting point
Stakegun (3): Around the corner from the barrels right of the starting point

Collect all the warriors into groups and then use your rockets or grenades to
kill them off in big bunches. Try to pick off the two sniping templars up
high, too - shoot the barrels beside them.

When you try to pick up the quad damage and the health some templars will
appear, accompanied by executioners. The one ammo type you need - freezer -
isn't here, so do what you can with what you have (not much electro ammo
either).

Once they're gone the stairs to either side of the area are opened to reveal
three more templars and an executioner up top. Make sure you've got all the
ammo boxes, then climb the stairs to the next checkpoint.

From here you can quick-jump off the roof to reach that health pickup. And
you'll also want the first two holy items.

Stand facing the doorway at the upper checkpoint, then go along the left half
of the roof. Facing the back wall of the level, at which you started, stand at
the far end of this broken roof and drop through the hole to land on the
sloped, broken wall you can see below it (hold forward as you fall). Turn
right when you land on this wall and jump over to the first dark arch. Jump
onto the beam and quick-jump into the light to get the first relic in the
first secret area. ~

As for the second relic, you can see it on one of the high towers on the right
of this first area. Previous versions of this FAQ contained lots of elaborate
bollocks involving pushing around blocks at the end of the level, but
apparently none of that was necessary. Read the following.
______________________________________________________________________________
_______________________________V1.4 CONTRIBUTION______________________________

Antti Repo <[email protected]>

"in the level Babel, there is a holy item in the tower, on the right side of
the level's starting area. The only way to obtain it, according to faqs I've
read [OK, point taken...], is to push one of those big stone crushers next to
the tower and jump in. Now, I'm not sure how many players have noticed this or
how many e-mails you've gotten about it, but there is another way, and it's
the "right" way. :D

At the very start of the level, run left to the third tower. There's a
crumbled wall with a small, dark area in it. There is also a narrow platform
with a yello light, just high enough you´re not able to jump on it. (I somehow
managed to make the jump once :) Just push some barrel underneath it. When you
get to the light, you´ll be teleported to the tower."

-=#=-

There's not much I can say about a contribution that hands you what used to be
the trickiest holy item in the game on a silver platter. Thanks for this :)

I'll just try and improve on those directions, since I could only find where
you were talking about with the help of your screenshots. There are two towers
on the left of this first area with lights hanging off them. Go to the nearer
of the two - the third tower along, as the above contributor said - and find
the flowerpot against the section of wall. Now push the flowerpot around the
near corner, so that it's against the dark ledge right at the base of this
tower. Jump up the pot and into the sandy-coloured teleporter.
______________________________________________________________________________
_______________________________V1.4 CONTRIBUTION______________________________
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

Psycho <[email protected]>

"I had alrerady blown up all the barrels and pots but found if (facing
checkpoint 1) you go down the right side  of the roof you can drop down then
jump over to the teleport."

-=#=-

Worth mentioning, thanks.
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

Then go back up to the checkpoint.

[TAROT CARD CONDITION: 14 AMMO BOXES FOUND]

[CHECKPOINT 1]

In here are beasts running at you from the end of the room, but they can all
be taken down with a few grenades before they reach you. Then you get the
Giant Beast, who is about six times tougher and twice as big as a normal
beast. He also drops a red soul, worth six health points.

Chaingun or shotgun him and grab the gold from the chests and the ammo
boxes:

Driver (8)

Go back down the big stairs and head for the next checkpoint at the huge
archway.

[TAROT CARD CONDITION: 22 AMMO BOXES FOUND]

[CHECKPOINT 2]

Shoot out the barrels to damage or kill the executioners and beasts coming
down the stairs, and try to stake their bellies if they survive. There are two
more templars at the top, as well as two more ammo boxes:

Grenade (2)

Take out the templars and hit the checkpoint. Don't go through it yet, though
it's important to hit it before you turn left and start going around the roof,
because if you try to come back to it later it won't be there and you'll be
stuck.

Running around the circular roof, you should soon find a few more ammo boxes
spaced out against the inner wall. In order:

Shotgun (1)
Stake (1)
Stake (1)
Stake (1)
Chaingun (1)
Chaingun (1)
Freezer (1)
Freezer (1)
Freezer (1)
Grenade (1)
Grenade (1)

Along the way you'll meet lots of templars and Arabian warriors. The templars
are suckers for grenades, since they mostly stand around in groups. Hug the
inner walls and poke your head out while firing the grenades.

I've encountered a couple of weird bugs in this area, such as templars sliding
along while being unable to move, and other templars becoming invincible.

Eventually you'll reach the end and arrive in a secret area, where there is
much needed health and armour, as well as more ammo ~ :

Electro (4)
Grenade (3)
Mega Ammo (3)
Shotgun (4)

Quick-jump up the big bricks sticking out of the wall and over the top to
where that checkpoint was earlier.

Shimmy under the moving stones (touch them to start them moving if they aren't
already) and you will reach another checkpoint. I don't think the falling
ceilings can harm you even if you do get caught underneath them.

[TAROT CARD CONDITION: 49 AMMO BOXES FOUND]

[CHECKPOINT 3]

Grab the ammo boxes:

Freezer (1)
Shotgun (3)

Make your way upstairs, taking out the beasts with explosive barrels strapped
to their backs. Grab that quad damage and run to the upper area to trigger the
next bunch of monsters.

Take care of the executioners with the freezer, and draw the warriors into the
proximity of the stacks of barrels. You'll hit a Morph up here, and it should
help you clear the area out pretty quickly, especially when combined with the
quad damage.

There are some more ammo boxes placed along the closed inner wall:

Grenade (3)
Shotgun (6)

Next, head up either set of stairs to the next checkpoint, picking up the
health and the following ammo boxes just before you touch it:

Chaingun (3)
Shotgun (2)
Stakegun (2)

[TAROT CARD CONDITION: 69 AMMO BOXES FOUND]

[CHECKPOINT 4]

Turn right and go along a bit, and you'll meet a bunch of templars, as well as
some barrel beasts and an executioner. Hide against the inner wall while you
take out the first three monsters, then grenade the hell out of the templars.

Farther round is another upwards staircase, leading to a checkpoint.

[CHECKPOINT 5]

Turn left and quick-jump over through the nearest arch to safety, just as the
floor caves in. Run all the way around this level until you spot the holy item
at the bottom of the ladder in the secret area. ~

Grab the relic, climb the ladder and run around to the right until you find
the next ladder leading up, four pillars along the outer part of wall. There's
another holy item up in that secret area, along with a super-health pickup and
another mega ammo pack ~ :

Mega Ammo (1)

Drop off and go around the inner wall to find the checkpoint through the open
window.

[TAROT CARD CONDITION: 70 AMMO BOXES FOUND]

[CHECKPOINT 6]

Freeze the arses off the templars and executioners, including the one who will
spawn on that middle platform once all the others are gone (is it me or is
this guy much bigger than normal executioners?). Once that one's dead the
platform will collapse to the lower level.

Pick up the ammo boxes from this upper circle:

Freezer (2)
Shotgun (2)

Drop off this upper area to the middle level, where there are more boxes of
ammo:

Chaingun (4)
Grenade (3)
Shotgun (3)

Take the health if you need it, then drop to the final area.

First comes a great big bunch of templars, who will fall easily to a nice
electroburst or a few grenades.

Next come the beasts, whose souls can push you to another Morph.

Finally, the executioners.

Pick up the last of the ammo boxes from in here:

Chaingun (2)
Driver (3)
Shotgun (6)

Hit the exit.

[TAROT CARD CONDITION: 95 AMMO BOXES FOUND]

---

TAROT CARD: Double Time Bonus (Gold)

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------------------------------------------------------------------------------
                          3.19 - LEVEL 4/4 FOREST
------------------------------------------------------------------------------

This beautiful little level is like something out of Oblivion or UT2004, and
it only opens once you complete Babel on Trauma difficulty, so if you're not
there yet you might as well skip this part for now.

If you've reached the Forest you're in for a tough time. It's split into two
smallish sylvan areas, separated by a little valley; but the enemies come fast
and furious, and some of them are hell to take down.

Oh, and by the way, say ta-ta to your cards if you want to complete your
collection. Cards would come in incredibly useful in this hell-hole, which is
probably why you're not allowed to use them. You can revisit the level with
cards equipped once you've unlocked it, which might help with reaching that
ludicrous secret area...

---

MONSTERS (107): BONES, BIG VAMP, GHOST, WITCH
MINIBOSS: HEAVY COMMANDO (2)
GOLD: 300
ARMOUR: 1
HOLY ITEMS: 3
AMMO: 34
OBJECTS: 4
SECRET AREAS: 2

TAROT CARD CONDITION: FINISH THE LEVEL WITHOUT USING THE BLACK TAROT

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Right. Start running around the outer circle of this area while you consider
how to cope with the following problems:

The big bones aren't too bad if you can keep them in front of you, but it's
amazing how often they appear behind you, at which point you find half your
health mysteriously gone. Keep moving!

The big vamps hanging around aren't too bad either, but while you're trying to
shotgun them out you'll be getting stabbed in the back by the irritating
bones. Freeze 'em to death when you get a second, but it's probably best to
ignore them altogether until the bones - the main danger - are all dead.

The ghost flying around is an irritation, but a big one given your meagre 100
health combined with the fact that this is Trauma difficulty.

The good news, such as it is, is that there is armour (the only one) in the
middle of the ruins, as well as quite a lot of ammo spread out around the
area.

Once you've dealt with all the other monsters here, the insanely fast witches
will still be giving you major headaches. There are four or five criss-
crossing the ruins, but the slower ones can be shot down with a couple of
close-range shotgun blasts or some nice work with the chaingun.

The two fast ones are a different kettle of fish, and you can either expend a
lot of shotgun shells trying to do them minimal damage as they disappear into
the fog; or you can stand at the extreme end of each one's linear flight path,
aim your stakegun at a point you've watched them pass through a few times, and
do a bit of stylish clay-pigeon shooting. Just fire so that your stake arrives
at the spot at the exact same time that the witch does.

Once the last witch is dead the checkpoint appears. Hit it to save your game,
as I'm sure you're probably desperate to do, but don't head in yet. There are
two holy items on top of the highest arch, but you're going to have a hell of
a time getting at them. Luckily, you have this wondrous guide to help you...

Run around the outside walls of the ruins until you find the right-angled
corner of wall with a lump of rubble leaning up against it. You can either try
to quick-jump up to the top of this rubble (it will keep spitting you off
maddeningly), or you can stand at the base of it and just walk straight up its
slope to the top - there is a certain spot at the bottom which lets you do
this without pinging you off again. From the top of this stone, quick-jump off
to the right to land on the big broken gap in the right wall.

Turn and face the bricks to your left and quick-jump up the narrow, invisible
ladder set into them. It's very tricky and you'll have to jump to the right
when you reach the top, otherwise you will fall to the ground and have to
start again, which you really don't want.

It's around about now that you'll start getting pissed off at the fact you're
not allowed quicksaves in the Forest. Anyway, you should be standing on the
first, low arch, and you can reach the one to the right by jumping up the
little wooden stick leaning in the corner.

Once you're on the outer arch, you have to run across that drooping vine to
the middle arch, then onto the next vine and across to the top of the arch
where the holy items are. A wonderful sense of achievement should accompany
the worrying thought that you lost all that health and armour when you kept
falling off before, and you still have the second section of this level to
go...

Drop to the checkpoint, using the walls to avoid losing more health.

[CHECKPOINT 1]

This valley will shut on you when you approach the quad damage, and you'll
have to get rid of two bones and another couple of witches.

Once they're dead the gates open again and you can run into the next clearing.
You'll soon get jumped by more bones and big vamps, and this place is pretty
tricky to move around in because of all the trees and other crap in the way.

Pick up the quad damage and start dumping rockets into the groups of bones.
Deal with the vamps next, then start on the witches. Once the witches are gone
the big scaffolds up the hill will collapse noisily and a couple of minibosses
emerge.

I don't really know what they are but I've called these guys Heavy Commandos,
as they look like bigger, harder sado commandos. Treat them the exact same way
you treated those four Giant Templars you met two levels ago. Try to move into
the valley they came from while you're firing rockets at them, since you don't
need those witches chucking fire at you.

Knock down the remaining witches, pick up the holy item hiding in the secret
area cave to the left of where you picked up the quad damage (look behind the
bush, next to the freezer ammo), and head over the central hill to the exit. ~

---

TAROT CARD: Divine Intervention (Silver)

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------------------------------------------------------------------------------
                          3.20 - LEVEL 4/5 TOWER
------------------------------------------------------------------------------

The toughest of Lucifer's bosses lurks here, in a tower with four different
levels. You basically need to kill Alastor four times, once per level, using a
different approach each time.

This is the final level you'll have to complete if you're playing on Trauma
difficulty. Once you kill Alastor on the hardest setting you will get to see
the true ending to the game.

---

MONSTERS: ALASTOR
ARMOUR: 3
AMMO: 37
OBJECTS: 8

TAROT CARD CONDITION: KILL ALASTOR IN LESS THAN 5:00

RECOMMENDED CARD SELECTION
--------------------------

SILVER: Forgiveness / Vitality
GOLD: Dexterity / Double Time Bonus / Rage

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This boss isn't quite as tough if you know what to expect, but he'll still
take a hell of a beating before you finally off him.

Grab the ammo and armour, and chaingun Alastor as soon as you see him. He
shouldn't last long up here. Stick to the very outer wall while he moves to
the centre and smashes the floor in.

[LEVEL 1 COMPLETED]

You might lose health when you fall, and it's important to grab the super-
health and the armour around here. Get to work with the chaingun again, and
try to avoid the annoying rubble everywhere.

[LEVEL 2 COMPLETED]

He's smashed in the floor again, and now is the time to trigger your cards
(use my recommended configuration for best effect in this level). You can
batter him quickly with the shotgun, while using your cards and collecting
more ammo. Again, stick to the outer ring when he breaks the floor afterwards,
as doing anything else can kill you on the next big drop.

[LEVEL 3 COMPLETED]

If you were on the outer wall when the floor broke you can jump off the little
blue ledge  - from which you can also score some cheap hits before you drop -
onto one of the broken pillars below, then down to the floor. Get out of the
middle and start collecting the health and heavy armour. Once you've got your
stats up start hitting Alastor with the shotgun or chaingun.

Once you get his health down he will move into the middle and start regaining
health from the statues surrounding the inner circle. While he's doing this
you should be destroying them - the chaingun is good for this and the Rage
card makes it miles better, though make sure you're close enough.

This is another good place to use your cards, especially if you've got
Forgiveness equipped.

The more statues you take down, the less health Alastor will have when he
returns to the action. Eventually you'll destroy them all, and you can finish
Alastor off at your leisure.

---

TAROT CARD: Triple Haste (Gold)

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------------------------------------------------------------------------------
                      3.21 - LEVEL 5/1 CITY ON WATER
------------------------------------------------------------------------------

This is like hell twinned with Venice, and it's a bugger if you have no sense
of direction. Some damned horrible secret areas, too.

---

MONSTERS (249): HELL ANGEL, HELL BIKER, SKULL
GOLD: 772
ARMOUR: 5
HOLY ITEMS: 4
AMMO: 135
OBJECTS: 145
SECRET AREAS: 6

TAROT CARD CONDITION: FIND EVERY SECRET AREA

RECOMMENDED CARD SELECTION
--------------------------

SILVER: Soul Catcher / Vitality
GOLD: Dexterity / Double Time Bonus / Iron Will

-=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-

Destroy all the smaller boxes for gold and ammo, then head through to the main
outdoor area.

Start sniping with the stakegun, working your way along from this right area
to the dock to the left, where there are more boxes. There are a few hell
bikers around here, all of whom must be killed to open the next checkpoint.

Look out for the snipers on the roof, and try not to shoot out that white
barrel in the middle of the main bridge.

Once the monsters are gone, stand in the square area on the left, 'north' of
the dock and facing the pillared building. Run and jump around its left
corner, past the water, to reach a secret area with chaingun ammo in it. ~

Jump around again and head over the small bridge in the middle. There is a
hole in the side of the single building here, containing more ammo and another
secret area. ~

The third secret area can be reached by rolling that white barrel all the way
back to the beginning, and using it to blow up the big box, which should go
spinning madly away into the water. Face the tall building and quick-jump onto
the bouncy square to reach the very top, where there are two holy items and a
super-health pickup. ~ Drop down to the next level for heavy armour, then down
again, then down to the ground.

Head for the checkpoint.

[TAROT CARD CONDITION: 3 SECRET AREAS FOUND]

[CHECKPOINT 1]

Go inside the building and up the stairs to clear this room of angels. Take
care of the biker shooting at you through the window.

You can skip the upcoming section by following these directions: climb up the
staircase with the barrels and walk straight on until you arrive at the
windows. Turn ninety degrees left and you should be looking at more open
windows beside a locked brown door. You can jump through those windows and
onto the outer ledge, farther across to the far balcony. This lets you into a
corridor full of ammo, and you will end up in the stairwell which you would
normally get to only after checkpoint 4.

If you want to do it the usual way, go to the second checkpoint instead.

[CHECKPOINT 2]

Head through to the next room and destroy all the bikers and angels shooting
at you from outside, including the biker up high.

Go around to the next room and up the curving staircase to the ammo room, from
where you can take out the angels outside with the chaingun or stakegun. Drop
through the windows to the next checkpoint.

[CHECKPOINT 3]

No monsters here - just go upstairs to the next checkpoint. Remember this
doorway at the little set of steps - you'll be coming back here later to get
to the final secret area.

[CHECKPOINT 4]

Head through to the stairwell and start mowing down angels and bikers on the
stairs and the roof. There is armour down the bottom, and killing the last
monster reveals the next checkpoint.

That side corridor is blocked, but it has some chaingun ammo which you might
want for the next area.

[CHECKPOINT 5]

Stick with the chaingun in here, and you'll probably get a lovely Morph at
some point, too. Grab all the ammo and make sure you've cleared the roof area
of angels. There are also snipers on the far roofs, but nothing that can't be
staked.

The checkpoint will appear on the bridge you came over.

[CHECKPOINT 6]

Head up through the building you were in earlier to deal with the next bunch
of monsters shooting at you from the balconies. You'll end up on a balcony
yourself, with an angel below you on the bridge (follow the arrow). Kill him
and jump off the balcony railing, down to the next checkpoint.

[CHECKPOINT 7]

This is where you'll meet your first skulls, but the freezer can handle them
with ease. Dodge their shotgun blasts by hiding behind the pillars, or bait
them upstairs and lob grenades down.

There are lots of angels around here, too, upstairs and down, and your
chaingun will be red hot by the time you're done.

Before you head for the checkpoint at the far end of the courtyard, check the
front of the fountain for the tunnel which leads to the secret area containing
a holy item and some grenades. ~

[TAROT CARD CONDITION: 4 SECRET AREAS FOUND]

[CHECKPOINT 8]

This next outdoor area is just a massive brawl. Pick off the bikers on the
barrels with stakes, then try to bait the angels onto the bridges, removing
them with grenades.

You'll reach a Morph in here (probably), and that quad damage will help, too.
One of the boxes in the back left corner contains armour.

Get rid of the last of the angels, and snipe the bikers on the roof (the mask
makes this simple with stakes). Then run all the way round to the right, step
onto the ledge over the water at the back corner, and run along the back of
the long wall for the health in the secret area. ~

[TAROT CARD CONDITION: 5 SECRET AREAS FOUND]

[CHECKPOINT 9]

This room is the final area of the level, and there is armour along the end
corridor to help you out with all the skulls and bikers. Freeze the skulls and
use your cards if you've saved them thus far; and try to hang around long
enough to watch the skulls picking up the bikers and using them as human (?)
shields.

Once the exit appears you have only one secret area remaining, and it's just a
pity it's a nightmare to reach.

Run back through the level until you're back in that upstairs room at the
exact spot where you hit the fourth checkpoint earlier. Instead of going down
the corridor, as you did before, jump out of the window to the right of the
corridor's entrance, then onto the side ledge and across to the far balcony.
You can then quick-jump up the corner to reach the humped roof of the corridor
beside you. Once up there, stand on the raised part at either side and quick-
jump up to the higher tiled roof.

Go to the front left corner of this big roof and look over to the long balcony
with the holy item glowing in the middle. It's a chore to get there, but
you'll have to do it for the card.

Now get over to your left, to the roof's outer corner nearest the holy item's
perch. You need to quick-jump along the front edge of this roof and across to
that long building, and time your jumps so your last one is right on the
corner of the roof you're now on. You're aiming to leap over to the small
balcony on that long building across the water, just before the wall turns
inwards at the corner.

Once you've reached the tiny balcony on the long building's corner, jump up
onto its railings and face the relic. You now want to do a standing quick-jump
around the corner of the wall, hit the window-ledge around there, then
immediately jump off again and onto another little ledge between the window
and the relic's balcony. Jump off the last ledge as soon as you touch it and
you should reach the balcony for the relic in the final secret area. ~

Don't be surprised if this takes you ages, or if you completely fail to get
the relic altogether. This secret is, in my opinion, the toughest to get to in
the whole game.

Now you just have to get back to the exit, so drop off the balcony to the
ground and make your way back to the upper room with the glass display cases,
then go down the staircase and onto the bridge.

[TAROT CARD CONDITION: 6 SECRET AREAS FOUND]

---

TAROT CARD: Last Breath (Silver)

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------------------------------------------------------------------------------
                           3.22 - LEVEL 5/2 DOCKS
------------------------------------------------------------------------------

It's only by going for all of the impossibly difficult to reach holy items,
and by being forced to visit almost every corner, crevice and perch that
you'll truly appreciate how brilliantly this level is designed. It might not
be pretty, but the secret areas are such an absorbing challenge that I
practically forgot all about the monsters.

Try beating 33:27 on Nightmare, collecting all holy items and visiting all
secret areas. Bet you can't...

The tarot card for this tough level should be achievable without resorting to
your Dark Soul card, though I'd still advise using the Soul Catcher. Use Dark
Soul only if you want to be safe, though 198 from 259 should be very doable.

---

MONSTERS (259): HELL ANGEL, HELL BIKER, SKULL
GOLD: 1282
ARMOUR: 7
HOLY ITEMS: 9
AMMO: 217
OBJECTS: 119
SECRET AREAS: 10

TAROT CARD CONDITION: MORPH INTO DEMON AT LEAST 3 TIMES

RECOMMENDED CARD SELECTION
--------------------------

SILVER: Soul Catcher / Vitality
GOLD: Dexterity / Double Time Bonus / Iron Will

-=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-

Turn right, climb the crane and onto the top cables, and run back along to
drop onto the electro ammo and lovely heavy armour in this secret area. ~ From
here you can see at least five holy items, though getting to them isn't going
to be simple...

Drop off the roof of this control room and stand with your back to the door.
Walk forward and turn right at the railings. Jump over the railings and onto
the yellow beam, then turn right again. You should see two mega ammo packs and
a super-health pickup trapped in a little secret area. ~ To get to them you
have to walk off the edge to try to fall onto the tiny platform. It takes
practice and a few reloads but it's possible, and the pickups will help you
with the first bunch of enemies below.

If you do get the super-health and ammo you'll have to drop off and land on
the diagonal beam running down the crane (land on the middle of it, not the
place where it meets the vertical beam). Stake any bikers you see below you
and then jump onto the back of the ladder and down.

If you don't go for the second secret you can descend by climbing into the
elevator cubicle and letting it take you down safely.

This area is difficult if you want to collect souls, which you do; and the
best way is probably to kill everyone on the upper level first, then drop down
to get rid of the others. Stick with the chaingun or driver, use the boxes as
cover, and bear in mind that these guys fire in bunches of four shots at a
time.

Collect the plentiful ammo and the gold from all over this area, then go for
the checkpoint.

[CHECKPOINT 1]

This area fills up with hell bikers, only this time they're drinking from
bottles and lurching around drunk. You can take out a few if you shoot out the
big blockade of boxes when they're near enough, but the rest should be picked
off with your chaingun.

Grab the ammo and armour from the area once you've gotten rid of the guy on
the truck and the sniper on top of the crane.

By now you should have just over 40 souls collected.

[CHECKPOINT 2]

This part is tougher to clear out, so run around to the right and hide by the
dead end until you've baited as many of the monsters into the firing line of
your chaingun as possible.

Then work your way around the alleys between the buildings, being extra
careful of the angels with the rocket-launchers, standing on the boxes. Try to
get around 65 souls, but don't hit a Morph in here, as you will get it just as
the last of these monsters dies, which is a waste.

Pick up the mega ammo packs on the dock before you leave.

[CHECKPOINT 3]

Nothing tough in here, but watch out for those rockets. Get your Morph in here
and get the pickups before you hit the checkpoint.

[TAROT CARD CONDITION: 1 DEMON MORPH USED]

[CHECKPOINT 4]

Go up the lift to the top of the crane and then stop.

At this point you have three choices:

To miss five holy items and two entire sections, run to the end of the beam
with the checkpoint on it and drop down to beside the building, where the ammo
boxes are. Now skip to the second paragraph after CHECKPOINT 7.

To get the monsters and powerups but ignore the holy items, drop onto the
checkpoint and then down onto the box hanging underneath it. From here you can
drop to the top deck of the ship below. Now skip to CHECKPOINT 5.

To get five holy items (if you're a decent quick-jumper), and some hidden
monsters and powerups to help you greatly towards a second Morph, read on.
Bear in mind that you can always get back to that checkpoint if you get stuck
at any point during the following guides to getting the five holy items. You
can also get any combination of the three sets - they don't all have to be
reached.

This is probably the most difficult work you'll ever have to do for the sake
of 500 gold. Run to the end of this part of the crane above the beam where the
checkpoint is, and onto the sloped part leading up to the top. Quick-jump all
the way up the sloped beam, then quick-jump across the top part to the back
right corner, then quick-jump off the very edge of that corner towards the two
big, grey, cylindrical things hanging on the end of the beam on the crane to
the right. If your quick-jumps were fast enough (start while on the diagonal
beam on the first crane - if you just try it from the top bit you won't make
it) you should just catch the edge of the bottom cylinder, and from there you
can jump up to the top of this second crane for those two holy items in the
secret area. ~

You should now be standing on the very top of this huge crane, in between the
two holy item spots and facing directly forwards, away from the crane you just
jumped from. Look down (if you can) and you should see two little platforms
below you: one of them is brownish and is thicker and wider than the beam
you're currently standing on; the other one is a bit farther forward and is
just a yellow square in between two sloping yellow beams.

You want to drop from where you are and land on the brown platform. Once
you're there you then want to walk forwards off that platform and land on the
next tiny platform below, where the crane's hook is hanging. From this final
perch on this crane you can do a standing quick-jump to leap away down and to
the right; in this way you can land away down on the horizontal yellow beams
of the next crane.

Once there, run to the end at the right, do a twisty jump around onto the
diagonal beam leading upwards, then get all the way to the top of this third
crane for two more holy items in this secret area. ~

To get to the fifth relic you'll have to run back down to where you just
landed on this third crane, drop onto the steep diagonal yellow beam which
leads up under the crane from the ground (beside the fence), and land on the
ground in the area you entered when you hit the fourth checkpoint. You took
the lift up the first crane before, but this time you have to run up the
ladder in the lift shaft, then drop through the gap onto the first level of
surrounding beams. Now you have to quick-jump up one of the diagonal beams
running up the outside of the crane, the one that lets you jump off the end
and onto the upper part of that ladder, only this time you're climbing up the
other side of it. You can then get to the top, to where you were before, but
this time you should drop onto the checkpoint beam.

Don't hit it yet. Instead stand with your back to the grey thing in the
middle, and face along the beam to the grey room on the end. Quick-jump all
the way along the beam, sticking to the left edge. Turn left to face the
fourth crane when you reach the very end of this beam, and your last quick-
jump should allow you to soar over and land on the corner of the first level
of it.

Now run up the diagonal support beam and jump off to land on top of the little
lift. Jump up off the lift to the second level, run up the ladder and onto the
top. Now you should run onto the diagonal beam leading upwards, then go
halfway along the top beam. Jump forwards off the right side of it and twist
around in the air to land on the tiny ledge where the holy item is perched, in
this fifth secret area. ~

Now drop back down this crane, all the way to the ground where the fourth
checkpoint was earlier. Climb up the ladder of the first crane again, and so
on until you're back on that checkpoint beam. Now hit the checkpoint and drop
onto the big box hanging underneath it, then down to the top of the ship.

[CHECKPOINT 5]

You should now be standing on top of the dark ship, wherever you came from.

That big box suspended in the air will drop and smash, releasing a few skulls,
and you'll have to get busy with your freezer. Grab their souls and then
chaingun your way through the ship, picking up the ammo from inside and
outside, as well as the medium armour at the bow. There's also a heavy armour
sitting on the big lock at the far end of the ship - quick-jump off the upper
deck to reach it.

The bikers all over the ship can be a pain in the arse - make sure you watch
your back.

Once the ship is cleared out the next checkpoint will appear at the top of the
right staircase outside. Make sure you hit the checkpoint and go through the
gate at the top of the right staircase - if you go through the gate at the top
of the left staircase this can cause problems with future checkpoints (such as
getting locked in the level).

[CHECKPOINT 6]

Clear out this area of more skulls and drunken dock bikers then go to the next
checkpoint.

[CHECKPOINT 7]

Run around to the right before you go down either staircase. This area is
where you would have landed had you jumped off the end of the crane at the
fifth checkpoint. Get the mega ammo packs and go down the stairs, once you've
gotten rid of the stray bikers.

The monsters will appear when you get down into the middle of this area, and
you'd better use the chaingun and rockets to remove them, at least until you
can get close enough to another Morph. It's possible to quick-jump onto the
piles of boxes from the upper surrounding area, then just dump lots of
grenades off the edges from safety.

To clear out this area and get the next checkpoint to spawn you also have to
approach the smaller truck (the one on the right, near the big building) or
destroy the boxes on the trucks. Wait for the cargo to explode in a shower of
coins. This releases the otherwise hidden skulls whom you have to kill to
progress.

I've had a few emails about this part because people think they have killed
everything and can't understand why the checkpoint won't appear. If you have
156 kills and have hit all the checkpoints in order the game should allow you
to progress. If the checkpoint still won't appear then you should reload from
the autosave at checkpoint 5 and start again. Try skipping the boat section if
you went through it before, since the boat section can cause checkpoint bugs. </pre><pre id="faqspan-6">
But if you have fewer than 156 kills you'd better figure out where you missed
those enemies earlier, so keep a close eye on the monster count.
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

Hristo Hristov <[email protected]>

"When a reach Chapther 5 - checkpoint6 I have killed all drunks and skeletons
(jumping from the blasting trukc) I am getting locked. I am spining around the
buildings, I have climbed to stairs and took a holy objekt - glass, then
nothing...I am stuck. The arrow is not show me a... sheat. She just freez. So
where is the checkpoint?"

-=#=-

First, patch the game. Although this guide was written for version 1.0 of
Painkiller they are now on version 1.64, and both 1.61 and 1.64 contained
fixes specifically for this problem in the Docks.

Second, check your monster count. If it's at 156 and the arrow is white and
pointing due north, you have encountered the bug. If it's less than 156 and
the arrow is frozen, you have missed an enemy in some place you were in
earlier, though I can't tell where. I see a reload in your future...
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________

Before you head to the next checkpoint, get the super-health by quick-jumping
onto the red roof of the truck cab, then onto the freighter part. You can come
back for those two relics on the sides of the buildings later, or you could
try the following suggestion.
______________________________________________________________________________
______________________________V1.10 CONTRIBUTION______________________________

jason lougee <[email protected]>

"In the Docks level, there is a relic on the top of the second building where
the containers are stacked (the area at checkpoint 8). Instead of climbing up
the ladder on the crane by the ship, jumping to the diagonal beam on the left,
quick-jumping up it, plummeting to the beam on the right, and quick-jumping to
the roof, there is a much easier way. After you clear all the baddies (156
kills), go back to the corner where the mega ammo packs were at the top of the
stairs. Jump from the top of the stairs onto the platform of the loading bays.
Jump around the walls separating the bays and get to the platform at the
bottom the stairs. Now just climb the stairs and get the relic!"

-=#=-

I wish people would stop coming up with contributions that make me look like a
tube.
______________________________________________________________________________
______________________________V1.10 CONTRIBUTION______________________________

Get the mega ammo packs from the back right corner, and head around to the
next checkpoint.

[TAROT CARD CONDITION: 2 DEMON MORPHS USED]

[CHECKPOINT 8]

Easy enough, this - just walk forward until the crane collapses, then start
working with the rocket-launcher. Make sure to keep close enough to grab those
souls, then pick up the ammo from around the next corner before going up to
the checkpoint.

[CHECKPOINT 9]

More skulls and bikers - just avoid running in straight lines and you'll be
fine.

[CHECKPOINT 10]

Up the lift (note the long ladder running up the shaft), run around to the
small ladder when the lift stops, and climb the crane's cables - like you did
at the start - to get the electro ammo, super-health and heavy armour from yet
another secret area. ~

Drop onto the checkpoint beam and hit the checkpoint.

[CHECKPOINT 11]

Right. Remember those holy items you saw on top of the two storage buildings?
You can reach them thusly:

Run up the cables to the top of the crane, then down to the other side. By
jumping off this side of the crane you should just be able to land on the roof
of the building beside which you hit the eighth checkpoint earlier (the
building on the right below you). Don't worry about losing health - that
super-health you just picked up should mean you have enough. Run to the back
of this roof and drop down to the lower part to find the holy item in the
secret area, in between the two explosive boxes. ~

Now run along the roof towards the corner nearest where the tenth checkpoint
was. Drop from here onto the little ledge which leads around the side of the
building, over the fence below. You can run all the way along this ledge until
you arrive at the diagonally opposite end of the building, just above the next
holy item's perch in the secret area. ~ Drop onto it and run all the way back
round to where the tenth checkpoint used to be, at the bottom of the crane.

Instead of going up the lift, which is now stuck, climb up the ladder running
up the lift shaft. When you're near the top jump off to the left and land on
the diagonal beam of the crane. Quick-jump up this beam, and jump off to the
right just as you reach the top - if you do it right you can plummet down to
just catch the horizontal beam on the far side of the crane. Quick-jump along
this and off the end to reach the roof of the other building. Drop off the far
side of the roof to the stairs, and pick up the holy item from the secret
area. ~

Now get back to that diagonal beam you jumped onto from off the side of the
long ladder, only this time you can quick-jump left off the top to land on the
boxes on the deck of the ship.

If you can't be bothered with all that, just drop from the eleventh checkpoint
and onto the higher of the two boxes hanging underneath the crane, then down
to the lower box, to the next crane, to the tops of the boxes on the ship.
Welcome aboard the S.S. Lumbago.

Grab the quad damage, and the health pickup hiding behind it, then drop to the
deck. You'll be under siege from angels here, so crank up the chaingun and
work towards a third Morph. If you don't get one here, don't worry - you will
in the next stage. There is medium armour and more ammo at the back of the
ship, where the next checkpoint will appear once these monsters are down.

[CHECKPOINT 12]

Take out the bikers in here with your electrodriver (these guys are the best
minions to introduce to electrobursts). You'll probably reach another Morph at
this stage, even though there aren't enough enemies to justify using it.

Go through to the other side of the ship and outside once more, destroying the
skulls and bikers here, and picking up the ammo.

Push that box over to the sloped wall and jump up for some mega ammo packs.
Keep jumping up to the top where the ninth and final holy item rests in a
secret area, tucked behind that funnel thing. ~

Go back down to the other door and head inside to the next checkpoint.

[TAROT CARD CONDITION: 3 DEMON MORPHS USED]

[CHECKPOINT 13]

Go downstairs and grab the mega ammo pack, then just work your way upwards
through the ship, deleting the skulls and bikers until the long-awaited exit
finally materialises upstairs.

---

TAROT CARD: Confusion (Gold)

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------------------------------------------------------------------------------
                       3.23 - LEVEL 5/3 OLD MONASTERY
------------------------------------------------------------------------------

This penultimate level is like something out of Undying, only with better
weapons. Some of the checkpoints in here appear as big revolving red
pentagrams, but the game won't autosave when you hit them. You also need to
make sure you find and 'collect' all the stars, otherwise the level could lock
you in.

My card choices are based on helping you with the tarot card condition, but
you have so many cards now that you might come up with better ideas.

---

MONSTERS (159): BANSHEE, DEVIL MONK, EVIL MONK
GOLD: 688
ARMOUR: 3
HOLY ITEMS: 4
AMMO: 85
OBJECTS: 69
SECRET AREAS: 4

TAROT CARD CONDITION: KEEP HP ABOVE 50

RECOMMENDED CARD SELECTION
--------------------------

SILVER: Soul Catcher / Vitality
GOLD: Double Time Bonus / Endurance / Iron Will

-=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-   -=#=-

You seem to be able to walk on water in this level (for a change), which means
you can actually get to the final cave where the exit appears just by running
around on the sea and doing a bit of quick-jumping. The exit won't appear
until you've killed all the monsters, of course, but it's still quite nice.

Anyway, chaingun your way up the hill, getting rid of the banshees and monks
in your way and avoiding the falling rocks. Watch your health, and keep an eye
on it throughout this level.

Turn left at the top of the hill and go up to the tree on the high cliff.
You'll get jumped by more evil monks and also some devil monks. Try to avoid
using the shotgun with these guys, since souls are more difficult to collect
when you've just sent your enemies soaring off a cliff and into the sea.

A second lot will run up the hill from the lower right once you've removed the
first bunch, so chaingun them to hell and collect the super-health from down
there if you need it.

Head for the new checkpoint once you're done - it's a big red star hiding
under that tree.

[CHECKPOINT 1]

Run down to that stone clearing with the armour and ammo in the middle. More
monks will spawn in, at which point you can run back to that quad damage if
you didn't pick it up earlier. You can skip this area altogether if you never
approach it, but do it if you want.

One thing you should do here is drop into the well, and to the secret area
with the holy item just underneath the top. ~ Drop to the bottom, grab the
armour and kill off the banshees and monk packing this tunnel, then push the
rock out of the way and head all the way up the stairs to the house on the
second hill, where a few more monks will attempt to do you some piffling
damage. Spot the holy item on the roof, then duck inside the door to look for
the next checkpoint.

There isn't one - not yet, anyway - and more big monks will attack inside this
horribly tight house. Do what you can with the shotgun, and watch out for the
lamers above you throwing bombs down to the bottom floor.

Get the much needed driver ammo from the back right corner of the lower floor,
then go upstairs to finish off the monks and pick up the ammo for both the
electro and the driver. Take out the monk along past the barrels and go
through to the stairwell.

The door closes behind you and you have a choice: up or down. Go down and get
the ammo among the many barrels; then up and use your driver to negotiate with
the monks. You can chuck a grenade down the stairs to destroy the barrels, and
the explosion will blow the wooden door apart, but just don't be anywhere near
them when they explode, including on the floor directly above them.

Get the star checkpoint inside the bell.

[CHECKPOINT 2]

Climb onto the bell and out the double window. You can run round on the roof
to get the holy item from the secret area. ~

You've cleared out the start of this area, so run up to the monastery itself.
There is ammo on either side, and you can quick-jump off the left cliff to
land far below on the high stone surround of the area with the armour and ammo
packs. From there you can quick-jump up and round to retrieve the third holy
item (don't jump off until you're sure you've got it, because it's tricky to
pick up). ~

Back up to the monastery and through the front door to the checkpoint.

[CHECKPOINT 3]

Devil monks on the floor and evil ones above your head, dropping flaming
barrels on you. Use the freezer and stakegun, grab the ammo from this area and
head around to the left to go upstairs, past the coffins.

Deal with the monks on the upper level, then drop to the ground again and head
over the big plank which makes a bridge over the crevasse (or whatever that
gap is).

There are lots of ammo and some armour to be found in the back of the bottom
of this area, then you can work your way up and around all of the upper
ledges, including the ones in the side building.

This area is pretty confusing, as it produces two star checkpoints at once,
and the arrow goes all wonky. I tend to hit the one in the side building
first, then go all the way around to the one above the front door I started
at.

When you reach the checkpoint at the top of the open side building, you can
jump out the nearby window by going to the highest point of the ledge, right
at the end, then doing a standing quick-jump forwards and around onto the
window sill. Just drop out to the roof and grab the fourth holy item from the
corner. ~ You'll have to drop to the ground and get back inside again.

Make sure you hit both star checkpoints before trying to continue.

[CHECKPOINT 4]
[CHECKPOINT 5]

Look for the big, silver crucifix thing hanging above the centre of the main
area of the monastery, and jump into the swirling golden fake exit in the
centre. Sometimes there isn't one, so just shoot the crucifix to make it
drop; for some reason this object seems to count as a kill, and when you
destroy it you will hear the usual checkpoint spawn sound. The structure will
collapse and smash the stone tablet below, providing you with your next route.

You can shoot the crucifix away with a shotgun or whatever, but even if it
lands nowhere near the tablet underneath, the stone will still break for you
to fall through.

[CHECKPOINT 6]

Remember this spot you've just arrived at, as you will have to make your way
back up here later, through the hole you just dropped through. Run around and
down the slope, and as soon as the grey door shuts behind you run around the
little corner on your left to find the route to the next checkpoint.

Lots of barrels down here, which can be shot out to expedite the demise of the
monks. Hunt around for any you may have missed (there's one hiding on a ledge
above you - run around to the left and up the steep slope of rock), then go
around to the checkpoint over the gap.

[CHECKPOINT 7]

Kill another devil monk and quick-jump back across, heading back up to the big
hole you fell through earlier. Jump all way back up into the floor of the
monastery building and go to the front door you came through when you first
entered this ruined interior area. The main doors at the front of the
monastery should be shut, where you hit checkpoint 3 earlier, but now there's
another devil monk waiting for you nearby. Kill him to make the next
(ordinary) checkpoint appear right next to the front door.

[CHECKPOINT 8]

Fall clumsily down the spiral stairs to hit the next checkpoint at the bottom
of the first flight.

[CHECKPOINT 9]

At this point you can go two ways (though they both lead to the same cave), so
take the left way and hug the left wall to find a little corner full of ammo
and a devil monk. Some banshees and monks will appear in the main cave with
the pillars, so annihilate them all and return to the stairwell, where you
will find another checkpoint in the same spot as the previous one.

[CHECKPOINT 10]

Downstairs, past the big rock and - colour me astounded - meet more monks.
Watch out for the devil monk standing on the table, and pick up the three mega
ammo packs in the pit in the back wall when you're finished. Jump into the
area to the left of the little table and then hop across to the next
checkpoint.
______________________________________________________________________________
_______________________________V1.9 CONTRIBUTION______________________________

Graham Dale ([email protected])

"I am in the old monastery and I have shot down the big cross and gone down
the hole and killed everything and I climed back out of the hole and down the
sprial stairs. I have killed all in this area but I can see no table or an
area to jump into. There is only one level of stairs in this area.
Have I got the right set of spiral stairs and if so can you tell me where the
area is that I have to jump into."

-=#=-

Sounds like you've gone down the first half of the spiral stairs and are
looking for the table, when in fact you have to clear out a middle area first.
Once that's done you go back to the stairs and go down the second half to the
bottom - this is where the table cave is.
______________________________________________________________________________
_______________________________V1.9 CONTRIBUTION______________________________

[CHECKPOINT 10]

There are a few similar caves and gaps around here, but the general rule is
that you're looking for a way down. Just cleave your way down the cliff face,
deleting the monks as you go. The exit is at the very bottom, and see if you
can catch whatever it is that Lucifer mutters just as you approach it.

---

Soul Redeemer (Silver)

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------------------------------------------------------------------------------
                           3.24 - LEVEL 5/4 HELL
------------------------------------------------------------------------------

I was expecting some sort of inferno, but this final level is a really nice
surprise. I guess this might be quite a lot of people's definition of hell.

Again, my cards are chosen to help with this particular level as much as
possible. I chose the first Haste because the 'better' two are just a bit too
overkill for me. You can't use the cards against Lucifer, but you can use them
if you're getting overwhelmed by the monsters.

There are technically quite a lot of monsters in here (devil and evil monks,
psychonuns, zombie warriors), but they are all as weak as each other, and all
can only do slow melee damage.

---

MONSTERS: LUCIFER
ARMOUR: 5
AMMO: 32
SECRET AREAS: 5

TAROT CARD CONDITION: KILL LUCIFER

RECOMMENDED CARD SELECTION
--------------------------

SILVER: Replenish / Vitality
GOLD: Double Time Bonus / Haste / Iron Will

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Try not to gawp for too long at the brilliant visual design of this area.
Instead start grabbing the mega ammo packs, and wait for the monsters to start
appearing.

You'll notice three things about the monsters: one, they are only partially
visible; two, they are really easy to kill (one shuriken each? pfff); three,
that they're not dropping any souls. If you're unlucky enough to get hit by
one, you'll notice a fourth thing: they do a lot of damage, which you can't
afford.

If you are the type of person who enjoys watching lemmings plummet off cliffs,
you may enjoy this sneaky trick I've discovered for v1.1 of this guide:

Walk up the first hill and jump over to the left, onto the small rock platform
with the stone pillar on it. The monsters will begin spawning and walking
towards you, but they won't be able to make it over the gap and will simply
drop to their deaths. You don't need to fire a single shot, and can just watch
the kills stack up until Lucifer appears.

If you find this too boring (I didn't), keep moving and use the chaingun or
shotgun to take the monsters out. The object is to kill 66 of them, at which
point you will get a Morph and Lucifer will appear.

But killing 66 takes time (unless you let them walk off the cliffs), and
you'll want more ammo and probably some armour. The nearest armour is under
the big missile platform thing pointing at the sky, around the corner to the
left of your starting position, hidden in a secret area. ~ There are plenty of
mega ammo boxes scattered around, too, but try not to pick them up until
you've exhausted most of the ammo you currently have.

As for the other four secret areas: there are two in the upper floors of the
two larger ruined buildings in the middle area. The building on the right has
medium armour on the top floor - reach it by quick-jumping all the way around
the broken walls and from the top wall around to the armour. ~ The other
building has super-health in it - and this one is much easier to get. ~

The fourth secret area is on top of the building in the enclosed area away to
the left, the one exploding with rubble flying through the air. Quick-jump up
the diagonal beam behind the house and onto the roof for a heavy armour. ~

And the fifth and final secret area is perched on a lump of molten rock in
mid-air. Follow the wall with two sides meeting at a right angle, just behind
the gigantic nuclear missile poking out of the ground, and jump up the cliffs
at the smashed end of the wall. You can jump onto the first big orange rock,
the one with two rocks between it and the armour. Get to the back of this big
rock, quick-jump up to the top of it and then over to the next rock, and from
there you can jump to the third rock and then onto the fourth, where the heavy
armour sits. ~ Standing quick-jumps help a lot here, though it will still be
tricky.

Anyway, when you reach 65 kills or thereabouts, go and find some armour or
health pickups so you're ready to face Lucifer, and quicksave before you
continue. Killing the 66th monster will Morph you and reveal Lucifer as a
giant, orange figure looming above you. Weirdly, Necrogiant is much bigger
than this guy, and Lucifer might well be the simplest boss in the game. What a
weed.

To beat Lucifer you have to first avoid the swings of his big sword (the first
occasion in the game where you will take damage while Morphed). He'll do this
a few times but more important are the falling rocks coming from way above
you, which will be summoned from the ground when you see Lucifer chuck his
sword above his head and catch it.

As soon as you spot the rocks dropping from the sky start quick-jumping
straight backwards (you may notice the big changes which have come over the
landscape), as far from Lucifer as you can get until the rocks begin
to land. This lets you avoid the rocks falling directly down, and also sets
you up perfectly for the second stage of the attack.

When they are landing shoot at them so that they go flying into Lucifer's
body. If you get four or five shot into him (you can do this with just one
bunch of rocks) Lucifer will take a few seconds' breather before flinging his
sword directly at you. At this point you should be battering the primary fire
over and over, so that your shots hit the sword before it reaches you, sending
it right back at Lucifer, dropping him to the floor and killing him.

Lucifer will disappear if you don't kill him off in about a minute, and then
you'll have to get rid of another 66 monks to try again.

Unlike with the other main bosses, Lucifer's body doesn't collapse in slow
motion and black and white, so you might have to take a look to make sure he's
really down.

Once he is dead the arrow will direct you to the exit, a big shimmering blue
pentagram; but before you leave you really should explore the area to
appreciate its incredible design.

You could also try a pretty weird thing I found: quick-jump all the way up to
the highest point of the trebuchet just uphill from the level's beginning -
the one near the big ruined gap in the right wall. Stand on the very top for a
few seconds and you should get catapulted away across to the starting point of
the level. Useless but fun, just like me :)

---

TAROT CARD: Mercy (Silver)

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Sit back and watch the disturbing end movie, featuring such favourites as
Alastor and... Alastor again. This movie leaves you hanging a bit, supposedly
braced to take on Painkiller at Trauma level.

This is one of two end movies in Painkiller - to see the real ending you'll
have to go through most of that crap again, only this time on Trauma
difficulty.

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/============================================================================\
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\============================================================================/

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------------------------------------------------------------------------------
                      3.25 - FROM NIGHTMARE TO TRAUMA
------------------------------------------------------------------------------

If you managed to collect all 23 tarot cards from the Nightmare game the
highest level - Trauma - will now be open to you, and you can use your twenty-
three cards while attempting it (not all at once - boo).

To begin a Trauma game, press Space to skip the Nightmare credits, choose Yes
when asked if you want to lock all the levels, and No when asked if you want
all your cards removed.

Go to the tarot board and choose a new card configuration. For some reason the
tarot card conditions are still in effect on each level, even though it's
impossible to get to where you are without having collected all of them - I
guess this is in place for the sake of those people who were dumb enough to
pick Yes when asked if they wanted their cards deleted.

---

Trauma is of course more difficult than the other levels, but in some ways
it's a bit easier. For instance, you have all the cards (assuming you kept
them all), so you will hardly ever be needing to mess about with the tarot
board to suit each level. This of course means you don't need nearly as much
gold, which gets rid of one chore right from the start.

Also, there are no souls in a Trauma game (!). This means you will have much
less health, but also no need for those soul-based silver cards, which should
make card selection easier. And you get to ditch the Demon Morphs, which I
quite appreciated, as they were really starting to get on my tits.

You'll also be using your gold cards much more in Trauma, which makes your
brand new Mercy card a very attractive proposition. I recommend sticking with
the following card configuration for pretty much the whole of your Trauma game
- worked great for me:

Silver: Mercy / Vitality
Gold: Double Time Bonus / Iron Will / Rage

This combination virtually turns you into a Demon, except you get to use it
three times per level.

If you carried your cards over all cards will be UNLOCKED at the end of each
Trauma level, whether you obey the card conditions or not. This means you can
use whatever weapons you want in the Town and Asylum, won't have to bother
hunting in every corner of the Military Base, and so on.

One thing you'll quickly notice when you start a Trauma game is that you can't
quicksave (no more forty second 'quickloads' then). The checkpoints now act as
your only saves (autosaves), which means you must plan each battle carefully
and save as much health and armour as you can while you clear out each area to
open the next checkpoint.

---

As Lucifer is now dead, Hell is gone and so are the three fifth-level maps
leading up to it. A Trauma game ends in the Tower, so you only have to get
past Alastor to see what the game calls 'Painkiller's true story'.
Intriguing...

You will also get to play the newly unlocked Forest level - the last remaining
hidden level, containing the twenty-fourth tarot card - just before you face
off against Alastor for the last time. This level appears after you complete
level 4/3 Babel, and it will be the new level 4/4 in place of The Tower,
which will have been moved to level 4/5.

My guide to beating the Forest level is in section 3.19.

Once you complete your Trauma game you will have all the cards and can start a
new Daydream, Nightmare or Insomnia game (Trauma is sometimes greyed out -
why?!). But the game will remove certain cards from your collection when you
start a new game - I started a new Nightmare game after I completed Trauma,
only to find that I was missing four cards: Confusion, Soul Redeemer, Mercy,
and Divine Intervention - in other words: the cards for Docks, Old Monastery
and Hell, which are unreachable through a Trauma game; and the card for
Forest, which is unreachable through anything other than a Trauma game. This
pissed me off. City On Water is also locked out of Trauma, yet you get to keep
the friggin' card. Argh!

If you do want to start a new Trauma game you'll have to reload from the
autosave at the beginning of the Atrium Complex level. You should have all
twenty four cards if you do it this way, though you'll miss the Cemetery.

You may also find that you have an autosave for City On Water on Trauma
difficulty, despite the fact that the Trauma game ends after you finish the
Tower level. Trying to load the autosave just resets the map to the Cemetery -
weird.

---

Anyway, congratulations on completing Painkiller (at least on Nightmare
difficulty), and I hope you used and enjoyed my guide while doing it :)

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                   @-------------------------------------@
                   |   4. CONTRIBUTORS / CONTRIBUTIONS   |
                   @-------------------------------------@

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Version 1.0 -

16 November 2006 - Michael Sarich: Copyright Disclaimer

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Version 1.1 -

N/A

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Version 1.2 -

N/A

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Version 1.3 -

21 December 2006 - Tiit Teder <[email protected]>
Contribution to section 2.3.2 PICKUPS (Gold)

11 December 2006 - Publisher <[email protected]>
Contribution to section 3.3 - LEVEL 1/3 CATACOMBS

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Version 1.4 -

23 January 2007 - Antti Repo <[email protected]>
Contribution to section 3.18 - LEVEL 4/3 BABEL

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Version 1.5 -

02 February 2007 - Earnest Shadie <[email protected]>

Contribution to section 2.3.1 WEAPONS (Painkiller)

06 February 2007 - Sazaban <[email protected]>

Contribution to section 3.7 - LEVEL 2/2 OPERA HOUSE

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Version 1.6 -

N/A

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Version 1.7 -

18 April 2007 - Saraphan

Contribution to section 2.3.1 WEAPONS (Painkiller, Rocket-launcher)

22 May 2007 - Squizur Boom! <[email protected]>

Contribution to section 3.13 - LEVEL 3/2 ABANDONED FACTORY

28 June 2007 - Taylor <[email protected]>

Contributions to section 2.3.2 PICKUPS, 3.10 - LEVEL 2/5 TOWN

03 July 2007 - jake mcwhae <[email protected]>

Contribution to section 2.5 MONSTERS (Templar Knight)

10 August 2007 - jetscope <[email protected]>

Contribution to section 2.1 MENUS

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Version 1.8 -

09 September 2007 - Thomas Tarpey <[email protected]>

Contribution to section 2.2.2 COMBAT, 2.4.2 SILVER CARDS

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Version 1.9 -

24 December 2007 - Graham Dale ([email protected])

Contribution to section 3.23 LEVEL 5/3 OLD MONASTERY

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Version 1.10 -

20 November 2007 - Hiu Zhan Yuan <[email protected]>

Contribution to section 2.4.1 GOLD CARDS

22 January 2008 - Psycho <[email protected]>

Contribution to section 3.18 - LEVEL 4/3 BABEL

27 January 2008 - jason lougee <[email protected]>

Contribution to section 3.22 LEVEL 5/2 DOCKS

03 February 2008 - ken whitaker <[email protected]>

Contribution to section 2.5 MONSTERS

14 February 2008 - vic rabb <[email protected]>

Contributions to sections 2.41 GOLD CARDS; 3.13 - LEVEL 3/2 ABANDONED FACTORY;
3.17 - LEVEL 4/2 PALACE

02 March 2008 - Niko Alanen <[email protected]>

Contributions to section 3.13 - LEVEL 3/2 ABANDONED FACTORY

22 May 2008 - Adam Levine <[email protected]>

Contributions to section 3.10 - LEVEL 2/5 TOWN

25 May 2008 - Alex Eberle <[email protected]>

Contribution to section 3.11 - LEVEL 2/6 SWAMP

05 June 2008 - rofl pwn <[email protected]>

Contribution to section 2.3.1 WEAPONS

12 June 2008 - Andrew <[email protected]>

Contributions to section 3.12 - LEVEL 3/1 TRAIN STATION

10 July 2008 - Hristo Hristov <[email protected]>

Contribution to section 3.22 LEVEL 5/2 DOCKS

15 June 2008 - Kelsey K <[email protected]>

Contributions to section 2.3.2 PICKUPS

------------------------------------------------------------------------------
                        THANK-YOU TO ALL CONTRIBUTORS
------------------------------------------------------------------------------

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                   @------------------------------------@
                   |    5. VERSION HISTORY / UPDATES    |
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Version 1.0 completion - 16 November 2006

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Version 1.1 completion - 19 November 2006

Section 1:

1.1 INTRODUCTION - Added notes about secret areas; added notes about similar
fps games

Section 2:

2.3.1 WEAPONS - Added notes to Painkiller, Shotgun; removed mistake about
Demon Morph being compatible with gold cards
2.3.2 PICKUPS - Added notes to Quad Damage
2.3.4 SECRET AREAS - Rewrote section

2.4 TAROT CARDS - Added notes about Black Tarot Cards
2.4.1 GOLD CARDS - Added notes to Fury, Rage
2.4.2 SILVER CARDS - Added notes to Soul Redeemer

2.5 MONSTERS - Added Raven; minor changes to Hell Biker, Lepper Monk,
Psychonun, Witch, Zombie, Zombie Warrior

Section 3:

Renamed to 3. WALKTHROUGH

3.1 - LEVEL 1/1 CEMETERY - Added notes about miniboss's soul
3.4 - LEVEL 1/4 CATHEDRAL - Corrected mistake about amount of gold acquired
after collecting holy item
3.7 - LEVEL 2/2 OPERA HOUSE - Added notes about fourth secret area
3.10 - LEVEL 2/5 TOWN - Corrected to include amputees; improved notes on
reaching third secret area
3.13 - LEVEL 3/2 ABANDONED FACTORY - Rewrote the section to include all secret
areas
3.14 - LEVEL 3/3 MILITARY BASE - Corrected mistakes about secret areas
3.16 - LEVEL 4/1 CASTLE - Added missing checkpoint; rearranged section;
corrected mistakes about secret areas
3.17 - LEVEL 4/2 THE PALACE - Improved notes about second secret area
3.18 - LEVEL 4/3 BABEL - Added notes about first and fifth secret areas; added
notes about Big Beast's red soul
3.19 - LEVEL 4/4 FOREST - Added notes about first secret area; rearranged
section
3.23 - LEVEL 5/3 OLD MONASTERY - Added missing checkpoint; rearranged section
3.24 - LEVEL 5/4 HELL - Corrected mistakes about tarot cards and minions;
added notes about fifth secret area; added alternative method of killing
minions

Miscellaneous:

All secret areas now included
Corrected errors in grammar, typing and formatting

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Version 1.2 completion - 24 November 2006

Section 2:

2.5 MONSTERS - Added notes to Maso Commando

Section 5:

Corrected mistake about version 1.1 completion date

Miscellaneous:

Corrected errors in grammar, typing and formatting

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Version 1.3 completion - 14 December 2006

Section 1:

1.3 CONTACT ME - Added notes about first few version releases

Section 2:

2.3.2 PICKUPS - Corrected error about gold trinkets

Section 3:

3.23 - LEVEL 5/3 OLD MONASTERY - Improved descriptions of checkpoints 8 and 9

Miscellaneous:

Corrected errors in grammar, typing and formatting

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Version 1.4 completion - 28 January 2007

Section 2:

2.3.1 WEAPONS - Added notes to Painkiller

Section 3:

3.18 - LEVEL 4/3 BABEL - Improved description of last holy item - now
reachable from beginning of level

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Version 1.5 completion - 18 March 2007

New disclaimer

Section 1:

1.1 INTRODUCTION - Added notes about Battle Out Of Hell guide
1.2 USING THIS GUIDE - Improved information
1.3 CONTACT ME - Improved information

Section 2:

2.2.1 MOVEMENT - Added notes about standing quick-jump
2.3.1 WEAPONS - Added notes to Painkiller; Grenade-launcher
2.3.2 PICKUPS - Added notes to Souls
2.4 TAROT CARDS - Added notes about missing cards
2.4.2 SILVER CARDS - Added notes to Soul Catcher
2.5 MONSTERS - Added notes to Devil Monk; Evil Samurai; Freak; Maso Commando;
Sado Commando; Skeleton Soldier; Zombie Warlord

Section 3:

Made corrections and improvements to the following sections -

3.1 - LEVEL 1/1 CEMETERY
3.3 - LEVEL 1/3 CATACOMBS
3.5 - LEVEL 1/5 ENCLAVE
3.6 - LEVEL 2/1 PRISON
3.7 - LEVEL 2/2 OPERA HOUSE
3.8 - LEVEL 2/3 ASYLUM
3.9 - LEVEL 2/4 SNOWY BRIDGE
3.10 - LEVEL 2/5 TOWN
3.11 - LEVEL 2/6 SWAMP
3.12 - LEVEL 3/1 TRAIN STATION
3.13 - LEVEL 3/2 ABANDONED FACTORY
3.14 - LEVEL 3/3 MILITARY BASE
3.15 - LEVEL 3/4 RUINS
3.17 - LEVEL 4/2 THE PALACE
3.18 - LEVEL 4/3 BABEL
3.21 - LEVEL 5/1 CITY ON WATER
3.22 - LEVEL 5/2 DOCKS
3.23 - LEVEL 5/3 OLD MONASTERY
3.24 - LEVEL 5/4 HELL
3.25 - FROM NIGHTMARE TO TRAUMA

Miscellaneous:

Improved formatting
New and improved screens for every secret area now available

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Version 1.6 completion - 22 March 2007

Improved formatting

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Version 1.7 completion - 17 July 2007

Corrected copyright notice
Updated disclaimer and allowed sites

Section 2:

2.3.1 WEAPONS - Corrected error in Electrodriver
2.3.5 MISCELLANEOUS - Added notes to Checkpoints; Pushable Objects; Corpses
2.5 MONSTERS - Corrected errors in Hell Biker, Lepper Monk

Section 3:

3.16 - LEVEL 4/1 CASTLE - Corrected error about reaching the secret area
after checkpoint 2
3.22 - LEVEL 5/2 DOCKS - Added notes about checkpoint bugs
3.23 - LEVEL 5/3 OLD MONASTERY - Corrected errors about several of the latter
checkpoints.

Miscellaneous:

Corrected various minor errors
Corrected error about two v1.5 releases

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Version 1.8 completion - 15 October 2007

Miscellaneous:

Corrected various minor errors

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Version 1.9 completion - 02 January 2008

Section 2:

2.4.2 SILVER CARDS - Corrected error in Double Haste / Triple Haste

Miscellaneous:

Corrected various minor errors

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Version 1.10 completion - 12 July 2008

Section 1:

1.1 INTRODUCTION - Added notes about patches; added link to game patches;
added S.T.A.L.K.E.R. to list of recommended games
1.3 CONTACT ME - Added more information

Section 2:

2.4.1 GOLD CARDS - Added notes to Double Time Bonus; corrected descriptions of
Haste; Double Haste; Triple Haste; added Dexterity
2.5 MONSTERS - Added description of Arabian Warrior; corrected description of
Dark Ninja

Section 3:

3.11 - LEVEL 2/6 SWAMP - Changed recommended Gold card selection
3.13 - LEVEL 3/2 ABANDONED FACTORY - Added note about tarot condition; patch
3.17 - LEVEL 4/2 PALACE - Corrected Arabian Warrior entry
3.18 - LEVEL 4/3 BABEL - Corrected Arabian Warrior entry
3.22 - LEVEL 5/2 DOCKS - Slightly altered description of a secret area

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Version 1.11 completion - April 2017

Guide is now considered complete

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Thank-you for using this walkthrough. I hope it helped you out, or at least
taught you how _not_ to play the game. At the very least, I hope you found it
entertaining.

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This guide was written and formatted with the excellent Metapad:

http://www.liquidninja.com/metapad/

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