Hunter: The Reckoning - Guide for Hunter: The Reckoning
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Hunter: The Reckoning *********************************************************************** Version History: 08-20-2002 Sat down with a cherry Coke and some Cracker Jacks and started this FAQ at around 1a.m. Insomnia? I have no idea what you're talking about... 08-22-2002 Started filling in more of the walkthrough, everything else is pretty much complete, plan to add more on enemies, and possibly a Boss section later. 08-24-2002 Filled in some more of the walkthrough, and added a few enemies and the boss section to the FAQ. 08-26-2002 Finished the Walkthrough and Boss Sections. I believe the FAQ is finally complete...for now. 08-27-2002 Edited some slightly inaccurate info on Lvl. 8, Sewers 2. Also added some more on the Boss Section for the Warden. 08-31-2002 Added a few things in the Hints Section. 09-17-2002 Confirmed the Glyphs cheat, thanks to all the readers who have sent in tips so far! **I plan to add the Invulnerable Code at some point, whenever I or anyone else figures it out. Any information or tips you want to send me will be credited in this FAQ. Thanks for reading this! *********************************************************************** Table of Contents I. Story II. Game Menu III. Controls IV. Hunters and their Attributes V. Edges VI. Glyphs VII. Combat VIII. Weaponry IX. Enemies X. Walkthrough 1. Subway Station 2. Streets 3. Playground 4. Graveyard 5. Church 6. Catacombs 7. Sewers 1 8. Sewers 2 9. Front Yard 10. Meal Hall 1 11. Main Yard 1 12. Mansion Exterior 1 13. Mansion Interior 1 14. Mansion Exterior 2 15. Main Yard 2 16. Cell Block 1 17. Cell Block 2 18. Hospital Roof 19. Hospital Interior 1 20. Hospital Interior 2 21. Morgue 22. Sewers 3 23. Machine Shop 24. Death Row 25. Main Yard 3 26. Meal Hall 2 27. Main Yard 4 28. Mansion Exterior 3 29. Mansion Interior 2 30. Attic XI. Bosses XII. Codes, Hints and General Strategy *********************************************************************** I. Story Ashcroft's Evil Institution (from the game manual) There were only two places to work in Ashcroft: The railroad and the penitentiary. Since the 1920s, the town centered on the large prison. The people didn't know that for over 50 years, the prison was under the control of vampires. The warden himself was turned into a creature of the night and the center of power was secure. Since then, the prison has become a feeding ground and the inmates no more than cattle. Those unfit to be fed on are subject to horrific acts of torture and experimentation. Such actions cannot be forgiven, and the vengeful spirits of the inmates soon rose from the dead and lashed out at the living. The vengeful spirits were eventually subdued by greater powers, and the vampires regained control of Ashcroft Penitentiary. When convicted murderer Nathaniel Arkady was subjected to capital punishment by electrocution, the renegade ghosts were freed from their bonds and once more wreaked havoc on the prison. Four people, brought to the Scene by circumstance, were witnesses and at that moment their normal lives ended. They pushed back the onslaught of angry spirits and locked the doors of the penitentiary. The prison was shut down, and the town of Ashcroft became a shadow of its former self. Ashcroft now stands at the brink between the world of the living and the dead, and someone or something is toying with the balance. An act of chance freed the spirits from the prison, and their hatred has been unleashed on the entire town. Nothing is as it seems and it is up to you to save them all. YOU ARE THE RECKONING. I'm sure you get the general idea; you're the good guy, and everyone else (except for the cowering innocents) is the bad guy. The innocents never seem to be very grateful when you save their lives either... but it's all in a day's work when you're hunting down evil. *********************************************************************** II. Game Menu 1. New Game -Starts a new game. 2. Continue -Continues from a saved game. 3. Options -Audio/Video (Change Music, Speech, SFX and Brightness) -Control Options (Choose from the Default setting to 5 Alternative methods) -Gameplay (Toggle controller Vibration, show Blood, and Friendly Fire settings) 4. Special Features -Credits -Coma Video -Intro Video -Alternate Hunter Mode (Will be locked until completion of the game) -Nightmare Mode (Also locked) *********************************************************************** III. Controls 1. Pressing the Start button during gameplay will bring up the following menu: Resume - Takes you back to gameplay. Options - Audio/Video, Control Options, and Gameplay. Character Stats - Keeps track of your Experience points, and shows your Edges, Weapons and (surprise!) your characters stats. Game Stats - Tracks kills and rescues, for each rescue you receive a Life, or Continue. Also lists current level Objectives. Restart - Restarts you at the beginning of current level. End Game - Ends game. 2. Movement: Default Controls (You can change these configurations in the Game Options menu.) Move Character - Left Thumbstick Aim Character/Weapon - Right Thumbstick Walk Backwards - Press the Left Thumbstick in any direction and press the Right Thumbstick in the opposite direction. Strafe - Press the Left Thumbstick in any direction and press the Right Thumbstick at a 90-degree angle from the position of the Left Thumbstick. Left Trigger - Jump Roll - While Strafing, pull the Left Trigger 3. Weapons Controls: Default X Button - Scrolls through available Basic Weapons B Button - Scrolls through available Special Weapons Y Button - Scrolls through available Edges A Button - Switch or Reload weapons, or activate Edge Right Trigger - Fire, Switch or Reload weapons, or activate Edge. You can also perform Combo attacks with your melee weapon by continually pressing the Right Trigger. Combo attacks will be discussed in the Weapons Section VII. White Button - Reloads weapon (You can also use the A button or continue pressing the right trigger) Black Button - Taunts monsters *The A Button is also the Action button. You can use it to open doors, and also to read glyphs and talk to townspeople, which will be discussed in Section VI. **The Directional Pad controls the camera angle, more or less. There are five levels of zoom. Pressing up on the directional pad zooms the camera in. Pressing down zooms the camera out. When playing single player, you can press left to completely expand your view, and pressing right will bring the camera in as close as you can go. *********************************************************************** IV. Hunters and their Attributes There are four characters from which you can choose: Avenger, Defender, Martyr and Judge. Each character has different skills and attributes, and each starts off with a melee weapon and a ranged weapon with unlimited ammo, and one Edge which is first in the list below. 1. Creed: Avenger Name: Spenser "Deuce" Wyatt Height: 7'0 Weight: 310 Age: 35 Weapons: Battle Axe and Lever Action Rifle Edges: Cleave, Smite & Ward 2. Creed: Defender Name: Samantha Alexander Height: 5'9" Weight: 120 Age: 29 Weapons: Katana and Magnum Revolver Edges: Rejuvenate, Ward & Demand 3. Creed: Martyr Name: Kassandra Cheyung Height: 5'2" Weight: 105 Age: 19 Weapons: Twin Daggers and Dual Auto-Loading Pistols Edges: Demand, Retribution & Burden 4. Creed: Judge Name: Father Esteban Cortez Height: 5'1" Weight: 175 Age: 45 Weapons: Crusader Sword and Crossbow Edges: Word of Power, Burden & Rejuvenate Character Attributes: Strength - Amount of additional damage the Hunter does during melee combat. Accuracy - Amount of additional damage the Hunter does during ranged combat. Speed - How quickly the Hunter moves. Conviction - A Hunter's dedication to the hunt. Conviction is used to activate Edges. Stamina - A Hunter's damage resilience Strength and Accuracy can be improved throughout the game by activating certain glyphs, which is discussed in Section VI. Here is a table with each of the characters' attributes for comparison out of a five-point scale. Avenger Defender Martyr Judge __________________________________________________ Strength 2.5 2.0 1.0 1.5 Accuracy 2.0 2.5 1.0 2.0 Speed 1.0 2.0 3.5 1.5 Conviction 1.0 2.0 2.5 3.0 Stamina 1.5 1.5 1.0 1.5 Obviously, some characters will be faster than others, or will produce more damage in a melee attack than they might by using their ranged weapon. You will have to develop different strategies for gameplay depending on whether you are fighting alone or with companions. Remember that you only start out with one Edge, and you won't gain the third and final Edge until you are well into the game. There are several Strength and Accuracy Glyphs throughout the game, so if you have teammates, you may want to bolster Martyr's Accuracy stats rather than the Defender's, and Martyr isn't very strong either, but she can run circles around a throng of zombies for excellent melee skills. Your attributes improve as you level up throughout the game. The amount of Experience points and Rescues you get depends on how many Hunters are in the game. If a Hunter dies during the game and doesn't press start to continue within ten seconds, the Hunter will lose all its Exp and will have to start all over again with only one Edge. *********************************************************************** V. Edges Each Hunter starts off with one Edge at its lowest level of power. As the Hunters advance, they gain up to three Edges, and the powers of each Edge increases -- up to three levels. (I finished the game with two Edges at level three, and one Edge at level one.) As your character grows in experience, his/her skills will increase, and new Edges will become available. You gain a new Edge or level up on an existing Edge every time you defeat a Boss. 1. Cleave/Picture of Axe -Imbues the Hunter's weapon with raw power, greatly increasing the damage the weapon does in combat. Cleave only affects hand-to-hand weapons and when activated, causes the weapon to burn with a supernatural power. The strength of this Edge increases as the Hunter gains experience. 2. Smite/Picture of Fist -Unleashes a powerful wave of damaging energy that radiates out from the body in a 360-degree arc. All creatures of darkness caught in the wave will be damaged, often being thrown back by the powerful show of force. As this Edge becomes more powerful, the amount of damage increases. 3. Ward/Picture of Body stretching out Arms -Creates a barrier between the Hunter and beings tainted by evil. The summoned barrier surrounds the Hunter and prevents weaker creatures from making physical contact. Stronger monsters may brave the barrier, but will suffer damage as a result. As the Hunter gains experience, the radius of this Edge increases, allowing other Hunters to become protected as well. 4. Burden/Picture of Weighing Scales -Passes judgment on the evil near the Hunter. Creatures of darkness caught in the radius of this Edge are frozen where they stand as the weight of their misdeeds rushes over them. As the Hunter increases in power, Burden affects a larger number of creatures in its area of effect and will hold them for a longer period of time. 5. Word of Power/Picture of Lightning Bolt -Focuses the power of goodness and purity into a weapon against evil. When a Hunter utters the word of power, it extends forth on a cone of light. Creatures caught in this purifying glow suffer terrible injury. The more powerful this Edge becomes, the more damage it delivers. 6. Demand/Picture of Pointing Finger -Boosts the Hunter's physical speed and performance to super-human levels. A Hunter who activates demand can attack at great speed and do additional damage, but must pay for this advantage through a loss of conviction and health. Both the speed effect and the amount of damage increase as the Edge becomes more powerful. 7. Retribution/Picture of Skull -The Martyr's personal form of revenge. When the Hunter activates this power, all creatures that inflict damage on the Hunter suffer a portion of that damage reflected back upon them. As the Martyr gains power, Retribution delivers increasing damage to those who strike her. 8. Rejuvenate/Picture of First Aid symbol -Calls forth the power to heal. When the Edge is activated, the Hunter receives a boost to his/her current health. At higher levels, any Hunters nearby are also healed. *********************************************************************** VI. Glyphs There are six different kinds of Glyphs, which can be activated by standing on or near the glyphs and pressing the A Button. Glyphs can have multiple charges, so multiple Hunters may use the same Glyph. When a Glyph runs out of power, its glow will disappear. After typing the word Glyph several times, it will start to lose all meaning, and it suddenly begins to look as if it were spelled incorrectly. 1. Health The Health Glyph regenerates the Hunter's Health, represented by the red bar on your screen. This Glyph can be used four times before it loses power, so if you have multiple Hunters, ration them wisely. After leveling up a few times, it may not even heal you completely, so having a Defender in your party that can heal from early on might be a good idea. The Health Glyph looks like a plus sign with a diamond in the middle. (Health can also be regained when fighting creatures, sometimes they leave behind red and blue spheres, and these are most powerful when the glow is brightest. It doesn't heal as much as the Health Glyph, but it helps when you fight hand-to-hand with creatures that may get in an attack or two before you can kill them off.) 2. Conviction The Conviction Glyph regenerates the Hunter's conviction, represented by the blue bar on your screen. This Glyph can also be used four times before losing power, and looks like the letter "E." (Conviction can also be regenerated with the little blue spheres that creatures leave behind after they've been killed.) 3. Strength The Strength Glyph gives the Hunter a permanent Strength increase. This Glyph is a line with two arms coming out at angles, almost like a cross with the arms angled down a little. Gives the Hunter a half-bubble increase, and has only one charge, so use it wisely. 4. Accuracy The Accuracy Glyph gives the Hunter a permanent Accuracy increase. This Glyph looks like a plus sign with a circle in the middle, not to be confused with the Health Glyph (I've been fooled before, and you don't know how mad you can get until you realize that you didn't find a Health Glyph when you really need one, and instead your accuracy gets improved.) Gives the Hunter a half-bubble increase, and also has only one charge, so use it wisely. 5. Information Activating the Blue Information Glyphs gives the Hunter additional facts about the environment and clues about the game. Information Glyphs are bracket-shaped and have unlimited charges, although they don't actually improve any character stats. Sometimes innocents or other bystanders will be standing on Information Glyphs. You may talk to them by Activating the blue Information Glyph with the A Button. (I have noticed that sometimes bystanders will only repeat a piece of information once, and if you activate them again, they will tell you something else, or tell you to get a move on. I'd recommend asking them more than once, just to see what they say. You'd think if they saw you fighting zombies and vampires in front of them that they would have the sense to get out of there themselves, but whatever...) 6. Exit Activating a green Exit Glyph allows the Hunter to exit the environment and progress to the next one. This bracket-shaped Exit Glyph will not be activated (it glows green when activated) and is a white outline until the level's mission has been completed. However, once you Activate it with the A Button, you will not have the opportunity to go back to that level unless you want to start over, so make sure you have recharged Health and Conviction as much as possible, and stock up on weapons before moving on to the next level. *********************************************************************** VII. Combat In addition to your Edges, your character also has basic and special weapons. Each character starts off with a melee and ranged weapon with unlimited ammo, and can pick up any of the weapons along the way. Certain weapons are more useful against creatures than other weapons, which will be covered in the Enemies Section. 1. Combat There are two basic types of combat in Hunter: Melee and Ranged. Each Hunter begins with a basic melee weapon (axes, swords and knives) and one ranged weapon (pistols, rifles and crossbows). These basic weapons are unique to each Hunter. For instance, the Avenger Deuce carries a Lever-Action Rifle and a Battle Axe, while Samantha the Defender carries a Katana and a Magnum Revolver. 2. Melee Combat There are a variety of melee attacks, including combos, jumping attacks, running attacks, 180-degree sweeps, and 360-degree sweeps. You can select your melee weapon by cycling through your basic weapons with the X Button and activating it with the A Button or Right Trigger. 3. Basic Attack To attack the baddies and destroy objects, simply point your Hunter in the direction of your target using the Left Thumbstick or aim with the Right Thumbstick, and pull the Right Trigger to attack. 4. Combo Attacks Pulling the trigger three times will send you into a combo attack. Once you are doing a combo, make sure you keep aiming with the right Thumbstick, otherwise you can leave yourself open to attacks from the sides and behind you if you are surrounded by creatures. Each subsequent strike in the combo does additional damage to your opponent. 5. Lunging Combo Attacks By pulling the left trigger during a combo, your Hunter will do an additional lunging or jumping attack. To pull off the lunge attack, use the jump button as the third strike in the combo. (right trigger, right trigger, left trigger) 6. Sweep Attacks By holding and then releasing the right trigger, your Hunter will perform a thrust and 360-degree sweep attack. Wonderful for when you need some personal space. 7. Running Attacks Basic and Combo attacks can only be performed when your Hunter is stationary. To initiate a running attack, useful when dodging bullets in a melee situation, push the left and right Thumbstick in the same direction while pulling the right trigger. If you're extremely coordinated, you can even attack to the left or right as you're running, although pulling too far in either direction may cause you to stop running and start a stationary attack, so be careful. 8. Airborne Attack While airborne, your Hunter can also do a diving attack on any nearby enemy. To trigger this strike, simply pull the right trigger on the way down from a jump or when falling from a higher location. Your melee weapon must be drawn for this to work, and you must activate the airborne attack after peaking with your jump. (in other words you can't be on the way up when you do this) 9. Ranged Combat Pretty straightforward here, you cycle through basic weapons with the X Button, and your special weapons with the B Button, select with the A Button, Aim and Fire! *********************************************************************** VIII. Weaponry 1. Double Barrel Shotgun - Delivers a short-range volley, can fire twice before reloading 2. Riot Shotgun - Pump-action, holds eight rounds 3. Combat Shotgun - Semiautomatic, also holds eight rounds 4. Machinegun - Lacks accuracy, but can fire up to 32 bullets at a time 5. Assault Rifle - More accurate at long-range, holds thirty rounds 6. Bull-Pup Assault Rifle - You'll make friends with this lightweight, thirty-round little miracle 7. Chainsaw - Fun, but ultimately inadequate, and runs out of fuel fairly quickly 8. Flamethrower - Hit your enemies and watch them stop, drop and roll. It's a fuel-guzzler, but you can control it with short bursts that keep them on fire for a few seconds, and then hit 'em again if they still want more. 9. Rocket Launcher - Slow to reload and holds one at a time, and you can also kill your teammates if they get in your way. Why do you love it so much? 'Cause sometimes you need a rocket launcher to get the job done right. *********************************************************************** IX. Enemies **Please note that I take a lot of liberties with the names I give to these enemies. Some of them are correct, and some of them are obviously made up (like the Hulks) because I can think of no better way to describe them, so if anyone knows the proper names for these creatures, feel free to write me and let me know so I can edit this section.** Zombies/Shamblers - the last of the three types of Zombies. What are the other two types? Not sure exactly, but I know you wouldn't want to meet any of them in a dark alley unless you had a loaded gun. These usually take a hit or two to kill, and they are determined to mess with you, so stay out of their grasp. Zombies also tend to respawn a few times, usually in clusters, so if you're going in to collect a red/blue sphere, be careful one doesn't materialize nearby to swipe at you. Worth 5 experience points. Skitters - If you've played Halo, these little critters are reminiscent of the Flood. They like to sneak up on you and explode, which invariably takes a chunk off your Health meter. Shooting them from afar is the best defense, and shooting them in a group will usually cause a few of them to blow up at once, saving you the trouble of using more bullets. Sssh, do you hear a skitter? Worth 3 experience points. Gargoyles - They come to life after you get near them, and Machinegun is probably the easiest way to take them out. Attacking with your sword from the side seems to work pretty well too, because it keeps them off- balance. Blue Specters - They're blue and float in the air, and they like damp, smelly places. They hurl one to three blue orbs at you that can take off Health or Conviction. In later levels such as the Cellblocks, they hang from nooses and their shots are pretty easy to avoid if you have some space to strafe to the side, and you can kill them with several shots. Rats - They look like the New York variety to me, and if they get close to you they can emit this foul gas cloud that makes you cough and unable to use a weapon for a second or two. Dogs/Wolves - There are blue spirit wolves that are ice breathing mongrels that can chase you down pretty quickly. If you have to run, try to run backwards while pumping a few rounds at them to slow them down. Crocodiles - Seen in the sewers, they have a nasty bite, so don't get too near them. Not *too* hard to kill though. Hulks - Great big things that look very deformed and usually are much bigger than you are. Kinda flesh-colored, they usually run pretty fast and can hit pretty hard, sorta like the neighborhood bully. Run and shoot, need I say more? White Green-Vomit-Spewing things - These things can hit you from far away, but are not too hard to take out. They often respawn though, so make sure you don't leave any behind. Vampires - These creatures of the night don't like daylight, so try to stay in well-lit areas if possible. Fire and wood hurt them more than bullets, so the Judge's crossbow is excellent, and direct sunlight is lethal. They'll try to suck your blood, so keep your distance. These are the ones that Mom warned you about. Tentacles - You don't see these too often, but they are black and can whip you for a decent chunk off your Health meter. A few good whacks with your Axe or Sword should be enough to sever them. Misc. Creatures - There are other creatures that shoot you with bone arrows or something of the sort, these types of creatures can often take major hit points from you, so if they start to appear you should concentrate on getting them first before zombies, etc. The zombies may hit you a few times before you can get around to blowing their heads off, but they take off less damage than most of the creatures you'll face. Creatures often regenerate in the same spot more than once, so keep walking around to spawn and kill as many of the undead as you can. It's good for the experience points. Certain creatures are more vulnerable to certain types of attacks than others. Remember that light, fire, and wood are always your friends, i.e., the crossbow, Flamethrower. When fighting slow-moving bosses, a rocket launcher can take off a lot of health if you can get a clear shot. Basically, if you find that a certain weapon seems to be inadequate, switch to another to see if it is any better. ...More to come *********************************************************************** X. Walkthrough (This walkthrough will be as complete as I can possibly make it. The difficulty in writing this walkthrough so that you can understand it will be in telling you which direction to go since the camera angle isn't really fixed. There is no true North, so I will try to give directions relative to landmarks in the different stages, with complete descriptions of your surroundings, so bear with me. It would be nice to figure out a way to make maps for the levels, but until then I will just try to make this section as thorough as possible.) Also, you may find more or less innocents than I describe, it all depends on the number of Hunters in the game. The number of weapons and locations seem to pretty constant, as well as Glyph locations, but feel free to let me know if I'm incorrect on something in here. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 1. Subway Station >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Zombies Weapons Possible: Machinegun and Double-barrel Shotgun (or all of them, if you use the code - See next Section)Loads level "This is Bookworm_55. Witness1 asked me to help you get through this alive. When using the default control setting: walk up to each blue glyph and press A, the Action button." OK, you are now ready to fight the forces of evil. You will see the first of the Hunter-Net Updates in the game, telling you to walk up to each blue Glyph and press the A Button. Press A to continue to start looking for the eight Glyphs. You're standing on a train platform facing the tracks, with a blocked staircase behind you on the left and a small office to your right. If you go to your immediate left, you should find a Machinegun, the first of your Special Weapons. You can cycle through these weapons with the B Button. By now, a Zombie or two might have wandered over in your general direction, so go ahead and take them out, and then turn your attention the little office in the middle of the platform. You should see a Blue Information Glyph (#1) there, and you may have noticed another one on the pillar to the left of the office (#2). Open the door to the office, and go activate the computer with A once you're inside for a Hunter-Net Update. You should see another small office just ahead with a Blue Glyph (#3) which tells you about the Directional Pad, and another Glyph on the pillar again on the left (#4) telling you how to scroll through weapons. Check the computer terminal in this office for another Update, kill some more Zombies, and notice that off in the distance a poor man looks like he's being beaten down by some undead creatures, so go ahead and run to his aid. Essentially you're looking for some slave labor to help fix the train, and he thinks it'll take at least 50 people, but you've saved your first innocent, and thus gained your first continue in the game. (I recommend hoarding these as much as you can to save them for the bosses later on that can kill you faster than you can say Sam Raimi...) Anyway, finish killing off these Zombies however you like, build up your experience points, and start looking for the rest of the Glyphs. You also may have noticed the Zombies sometimes leave little glowing spheres of light, either blue or red, after they die. These will replenish small amounts of your Health and Conviction, and are most powerful when snatched up right away, but Zombies have a habit of appearing right as you get to that red Health sphere and they'll whack you, often taking off more Health than the sphere was worth, so be careful. Your next Glyph should be right next to where the man was crouching, on the left pillar (#5), which leaves three to go. Glyph (#6) is three pillars up from you on the left again, and by now you should see the last two Glyphs ahead of you on either side of the staircase. Talk to the Bystander about the Green Objective Glyphs, and then pick up your shotgun and activate the left Glyph (#7) that tells you weapons have been left for you in the town. Go the to last Blue Glyph to the right of the staircase, notice the Green Glyph in the middle of the staircase does not turn green until you activate the last Glyph (#8) on the pillar, the one explaining about the Orange Health Glyphs. It's hardly a surprise that a Health Glyph would just happen to be right next to you, so heal up and make sure it said your Objective was complete, and move on to the next level. By the way, it will not let you use a Health Glyph if your Health meter is full. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 2. Streets >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Skitters, Zombies, Gargoyles Weapons Possible: Machinegun and Shotgun "The town thinks this is just a riot. They justify what they can and deny everything else. Send at least 5 innocents back to help fix the train." This is your first time seeing a Skitter, shoot them quickly before they can explode near you causing you to burst into flames. Here, glass windows can be shot out, and cars will explode if you put enough bullets into them (only the ones that don't already look burnt out) and this is useful if a bunch of Zombies start milling around, you can damage them with the explosion. You start off looking towards a green car ahead on the right (this is one of the cars that you can shoot) and the subway from where you just came is on your left. Turn around behind you and go back a little ways to find a shotgun, the first of your five innocents, and a whole lotta Zombies. Do what you need to do, and then start going back towards the car again. You may want to blow it up when you're well out of the way. To the right of this car there is a shotgun on some steps. Now the street goes to the right, but there are several cars blocking your way. Go to the upper left corner first for a Machinegun, a Health Glyph is in the middle of the sidewalk, and your next innocent (#2) is a little to the right near the cars. After you save her, another Scene occurs where she tells you she's looking for Kaylie, and you tell her you'll look for her, much to your dismay later on in the game. Another ton of Zombies will appear, so fight your way through them past the lined cars, and look for a speed limit sign (20 mph) coming up on your right. A little past this sign to the right on some stairs you should see a Machinegun, and almost directly across from it on the left is another shotgun. There is another shotgun further up on the right, past the Ashcroft movie theater where you can catch "Samurai For An Eye 2" if you haven't already seen it. In this area you'll encounter a lot of zombies, I wouldn't recommend trying to run your way through, because they'll all gang up on you, and that could be bad. A good place from which to defend yourself from getting hit is up on the left side back near the cars where there's some stairs going up, and then a walkway and then some stairs leading back down. Not many of the Zombies can figure out how to climb the steps, so you're pretty safe here shooting over the rail at them or when they start coming up the stairs. After you clear your way through this part of the street, the road will open up into a four-way intersection with a gas station on your left. Do this in whatever order you like, but I'm going to recommend going around this area in a counterclockwise fashion because there really isn't much to do up on the right and you can clear it quickly. On the right, watch out for Skitters, as you may encounter a few more in this area. Over by the burning rubble next to the building is another Machinegun, so don't be afraid to spray a few rounds in to the crowd to keep them off your back. When you go over by the gun, a few more Skitters may jump out at you, so be ready for them. Go straight ahead through the intersection to where the train has derailed for another shotgun, and you may have noticed a red truck on the left, behind that is another innocent (#3) to save. (You can also blow up this truck if you want) Now you have finished this area, so go back towards the gas station. If you look on the left side of the building there is another innocent (#4), and you may have noticed on the top of that building there is a Machinegun. To get up here you have to shoot out the red truck on the other side of the building, so run back around to the side with the gas pumps. Make sure you don't shoot the gas pumps when you're standing next to them, because surprise! They tend to explode when shot at. Use these to your advantage, try to get a lot of zombies spawned before you set them off. There is another green car here that can explode as well. (This game is an arsonist's dream, isn't it?) You can get the Machinegun on top once you shoot out the truck by jumping on the hood to get on the top of the truck's roof, and then jump onto the roof of the gas station. You may notice a dumpster in the upper left with another Machinegun in it, so get that and continue going down the street past the green car on the corner in front of the gas station. Watch out for more Skitters, and up on the right side of the street you'll see a Bystander with a Machinegun to her right. She'll tell you that there was a little girl being chased by something, and they went past the prison. We're assuming this is Kaylie, but first we want to check out the little side alley on the left. You may have noticed a blue Glyph on the wall here, so go down this alley, kill any Skitters and Zombies you see, and rescue another innocent to complete the Bonus Objective. There is also a Health Glyph and a shotgun in the dumpster. Go back out to find that you've triggered a whole lotta Zombies, use the sidewalk on the left to keep them from rushing you all at once. You can even shoot them over the railing, and they're too stupid to realize that they could get to you if they tried. Once you've cleared out the area, go past the cars to the next intersection, with another red truck sitting in the middle of it. Before reaching the intersection, you'll see a shotgun on the left in a doorway and a Machinegun on the right at the corner in front of Bob's Diner. Go ahead and go left for now, midway down the street on the left is a shotgun. Right before you get to the two shot-out cars on the left, there is a Machinegun in the doorway. If you go towards the rubble in the back, there's four more Skitters, so watch out for those, and use the Health Glyph if you need it. Now you may have noticed an innocent cowering on the other side of the fence. To get over there, you need to go back towards the intersection with the truck in the middle, and there will be a break in the fence that lets you go right, or left towards the innocent. Also notice the two Gargoyles sitting on either sides of the fence that come to life once you try to get past them. Watch out for their pounce and that tail of theirs! They're not too hard to beat however, and they move rather slowly, so once you defeat those guys, read the blue Information Glyph next to the locked door. Now work your way down the path on the left, there are about three areas where the Zombies respawn, and go all the way down to save the innocent and refill your Conviction using the Glyph shaped like an E. When you start back on the right side of the path, three more Gargoyles will appear along with four Skitters, and then another three Gargoyles at the end for a total of six. (Besides the two at the fence) Skitters may respawn a few times, so be careful of those, as they can pack quite a wallop. You should find another innocent up here and a Health Glyph, and you'll notice a lot of Zombies spawning on the other side of the fence. If you're playing with the Judge Hunter, you can use Word of Power on them from across the fence if you want to take out a few early on. Go back down the path (and watch for respawns of the Skitters!) and around the fence to the intersection and kill off the horde of Zombies. You can let them come at you one at a time by waiting in front of the cars. There's a Machinegun in the upper right corner, and once you get that and use any Health/Conviction Glyphs that you need, go ahead and press A on the Green Exit Glyph to get outta there! >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 3. Playground >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Zombies, Skitters, Gargoyles, Playground Boss Weapons Possible: Machinegun and Shotgun "There's an elementary school nearby. Kaylie might be hiding there. You'll have to clear out a lot of monsters if you expect the girl to show up." As soon as you press the A Button, you will be besieged by Zombies. I wouldn't recommend using all your Special Weapons ammo, because this will be where you encounter your first boss to fight. Try to run circles around them killing them off melee style or with your standard ranged weapon. You're basically in a big open space, and there's a Machinegun near where you started out, in a corner to the right of the fence. The dumpster on the left can be a good place to kill Zombies from as well. This fence has a gate in the middle and a break in it all the way at the end, so ignore the gate and go to hole at the end. You'll probably notice a burning school bus in the upper left corner, there is a shotgun and a Health Glyph in front of it. When you go in, some Zombies will be coming out of the ground, and a Gargoyle should drop out of the sky by the wall, and two more will follow it at some point. Kill off the Zombies by the schoolbus, and eventually it will trigger a scene where this four-legged, two-armed thing breaks down the gate and comes at you. Check out the Boss Section for tips on beating this Boss. Once you beat him you get your second Edge, and the little girl, Kaylie, feels safe enough to come out, and now it's time for you to play Babysitter. Finish killing any Zombies or Gargoyles that might be around, and go towards another gate in the upper right corner. There is a shotgun over near the wall, and press A to go through the gate. You should see a Green Exit Glyph inside, but before you hit it, get the Machinegun behind the slide on the right. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 4. Graveyard >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Zombies, Blue Specters, Skeletons, Gargoyles Weapons Possible: Machinegun, Shotgun, Chain Saw "Get Kaylie to the Church and don't let anything happen to that little girl. Keep a close eye on her health bar." The most important thing on this level is that you have to make sure the girl doesn't fall too far behind, otherwise you hear a bloodcurdling scream and suddenly she's being attacked by spirits or zombies. If you don't mind using her as bait, it's a good way to build up some Exp, but you probably noticed that she has a Health meter, and there is no way to heal her. If she dies you start the level over, so you have to think of her safety when triggering battles. This is the also first time that you'll encounter the Blue Specters. They usually shoot these blue orbs at you, and sometimes they take away Health, and sometimes it's your Conviction, so try to kill them off before any of the Zombies that might be nearby. A few well-placed shots and they should disappear into thin air. Check all the crypts for guns, and if you see one with a closed door, shoot it. Sometimes it's ammo you get and sometimes its spirits, and sometimes it's a skeleton with a key. So start off by looking behind the first crypt to your right, there should be a Machinegun. Zombies will start to spawn from the ground, and be careful going between the crypts because they often pop up there. There is an innocent in the last crypt on the right side in the doorway, and usually a Blue Spirit will pop out of the crypt directly across from that. Straight ahead in the circular area of the path is a Health Glyph, but Zombies tend to jump up on you, so don't rush ahead to get some much-needed health without letting them all spawn first. The path will hook to the left, and on the left side of the bridge, you'll get your first Chain Saw. There is also a Conviction Glyph at the end of the bridge. A lot of Zombies will be spawning out of these swamps, so make sure they stay away from little Kaylie. As you're crossing the bridge, you may notice a lone crypt over on the right near the hillside. Once you get near it, a Zombie will come out of it that drops a key once it is killed so that you can get through the gate. Pass through the gate, killing off Zombies right and left, and follow the path. Once you get to the next Health Glyph in another circular area, you might see a Shotgun in the upper left corner near the brick wall. The crypt here contains a Blue Spirit as well as a Machinegun, and there is another Shotgun to find if you go to the left when you reach the stairs, next to the wall. Head down the stairs and along the path, watch out for another Blue Spirit on the left. There's a Shotgun to the left of the fountain near a headstone. You'll see a semi-circle of crypts on the right, and the third one contains a hiding innocent. You should notice a Shotgun in the crypt nearest the fountain, and crypt's #4 and #5 may contain a Blue Spirit. The last crypt in this semi-circle will have another Shotgun, and the key you need to progress to the next area. There is also a Health Glyph behind the crypt. If you go up to the hill on the right you should see a gate that you cannot open just yet. If you go all the way to the right along the fence there should be a Machinegun. (Or you can save this for later when you get the key to the gate to come back through) Go a little further down the path and you'll see a crypt on the left with a Conviction Glyph in front, and an innocent hiding in the back. Go up the stairs and to the next circle, and fight the Blue Spirit that comes out of the crypt on the left. There's another Chain Saw in the corner if you need it. Once you get over to the gate, there is a Shotgun all the way to the left. Enter the gate and go down the steps. The first crypt on your right will contain the Zombie holding the key, but be aware of the Blue Spirit and Skeletons that appear nearby. The path winds to the left a little, and the next crypt on the right will have a Shotgun and a Blue Spirit guarding it. After that, the path will turn to the right, and you'll see the gate ahead with a Health Glyph and two Gargoyles on either side of the path. Try to clear out the grave areas on the sides of the path before you go trigger the Gargoyles. Once you go after them, some more Zombies and Skeletons are going to respawn for a mini- battle, so take your time and keep an eye on Kaylie's Health meter. Before you go through the gate, you can shoot out some of the Zombies on the other side by jumping and shooting, or by using the Word of Power Edge. There is a Shotgun on the hill to the right after you pass through the gate. There is a gate on the left that doesn't lead anywhere, but if you look ahead over the fence you'll notice the area that you start out in at the beginning of the level, so now you have come full-circle and are close to the Church. Go up the steps and use the Conviction Glyph if necessary, the Gargoyles you see there won't trigger just yet. You can go either to the left or to the right now, it just leads you around in a circle, so I'll start off by going left. Two Gargoyles (not the ones by the gate) will appear from nowhere, so fight those off and continue around the Church to the left. After the camera angle swivels around so that you are looking towards the side of the Church, another Gargoyle will appear along with some Zombies. At the end of this side you should find a Zombie that drops a key, as well as a Shotgun. If you didn't get the Machinegun on the hill earlier in the level, you can probably see the Machinegun on the other side of the fence, but for now continue on and use the Health Glyph if necessary around the corner. You are now nearing the right side of the Church, which is an open cemetery area. If you run along the length of the fence to the end, you will find another Conviction Glyph, as well as a gate that you can go through now that you have the key. If you need to go back and get the Machinegun or to use the Health Glyph behind the crypt go ahead, and when you finish come back into the cemetery area near the Church. There are a lot of Zombies spawning in this area, an if you go near the Church walls by the stained glass windows, you can trigger two Gargoyles. Now it's time to enter the Church, so go back and fight the two Gargoyles guarding the Church doors, replenish your Health and Conviction if you need to, and activate the Green Exit Glyph when you're ready to fight the next boss. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 5. Church >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Blue Specters and Teddy Bear Weapons Possible: Machinegun and 2 Shotgun If you didn't already regret helping out Kaylie, you will now. Remember the teddy bear she was clutching? Well it's grown about ten feet taller, and it doesn't look very friendly. You start out more or less in the middle of the room, and if you don't move quickly you're going to get slapped around, so pick a direction and go. There is a Health Glyph in the left corner near your starting point (to the right of the organ) and there is a Conviction Glyph in the corner that is diagonally opposite from the Health Glyph, on the right side of the altar area. There are two Shotguns to pick up: One is in front of the organ, and the other is to the right of the Health Glyph along the wall two windows down. A little further along the wall (up near the altar) is where you can find a Machinegun. Check out the Boss Section for tips on beating this Boss. After you defeat the Teddy Bear, you'll watch another Scene with Carpenter, the freaky guy in the bandages. He opens the altar for you to go into the catacombs, and once you talk to the Bystander and freshen yourself up a little, you can press A on the Green Exit Glyph to go to the next level. The Bystander tells you that the little girl and her babysitter are on their way to the train station, but before you got there, a woman in leather dragged her sisters under the altar and she wants you to help them. Yet another person who wants you to do their dirty work, but you do have the guns, so off you go! Notice that you also have gained a level on your first Edge. Defenders can now heal other Hunters when they stand close by, and other Hunter's Edges will have increased in power as well. Your Hunter's attributes should also be improving as you go along, and you might notice that it takes less Conviction off your meter to activate your Edges than it did previously. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 6. Catacombs >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Rats, Zombies, Skeletons, Blue Specters, Gargoyles, Vampires Weapons Possible: Machinegun, Shotgun, Chain Saw, Flamethrower **Strength Glyph on this level** "Search the Catacombs for the two sisters." This is the first level that you see any Rats. They kinda remind me of the R.O.U.S.'s from Princess Bride, Rodents Of Unusual Size? Anyway, these emit some sort of noxious gas cloud that causes you to cough and cover your mouth, rendering your weapons useless for a few seconds. They'll also bite, so it's best to shoot them from afar if you're able. Zombies also abound, but you should be pretty used to handling them at this point. Follow the tunnel as it makes a sort of S-curve around until you see a tunnel leading off to the right. A few more Zombies will spawn here, so kill them off and the Rats in the room, and then go through the door into a circular room. This is where you will find two Machinegun-toting Vampires, so hurry up and kill them, and free the two sisters. You may get Machineguns from the Vampires, and there's a Health Glyph in the middle. Once you take care of business, look for a panel in the wall with a hole near the top of it. (It should be the second over from the door on the right) Attack this wall with your melee weapon or shoot it several times and it should open it up for you. Here you will find a passageway with a lot of goodie items. Right after you go in the passageway, a Chain Saw should be on the left, and some red and blue spheres will be there as well. A whole lotta Zombies and Skeletons will spawn, and then a group of Rats will come afterwards, but you should soon see your first Strength Glyph coming up. (It looks like an arrow, sort of) Once you increase your Strength, continue down to tunnel for a Shotgun and some more Skeletons, and then get ready to fight some Gargoyles. Grab the Flamethrower (woohoo!) and take out the two beasts in whatever manner you choose, you may want to try out your new Strength attributes by attacking them melee style. Go further on to fight some more baddies and pick up the Machinegun on the right. Fight some more Rats and grab the other Machinegun on the right, and watch out for a few Blue Specters coming out of the wall at you. A few shots at this wall should bring it crumbling down, and now you're back on the original path, only a little further along. The camera angle that it goes into when you step out of the wall can be annoying because there's a lot of creatures nearby that you can't really see, but if you want, you can always go back through the secret tunnel to where it joins back up with the path so that you're always facing the creatures head-on. Basically when you come out of this secret tunnel, you only have that to back into if you start getting too many creatures after you, and it makes it hard to see what you're shooting at. Once you clear out this area you can go back a little if you want some more kills, and then continue on into the room past the secret tunnel's exit point. This room will turn to the right and you should see two Gargoyles waiting for you. Kill them and the Blue Specters in the next room, and make sure to get the Machinegun Vampire before she takes off too much life. You can use the pillars at the entrance to this room for some cover from the bullets and Blue Orbs. There is a Conviction Glyph in here, as well as a Shotgun and Machinegun on the left. There is a passageway leading off from the right side of the room that curves around and takes you to the Green Exit Glyph. A few Skeletons might pop up along the way, but otherwise you're heading to the Sewers. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 7. Sewers 1 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Rats, Zombies, Skeletons, Crocodiles Weapons Possible: Machinegun and Shotgun "Spirits often inhabit the bodies of animal corpses. And in the sewers and tunnels, they are plentiful." The Bystander here will give you your Objective: Find 5 Skeletal Remains and lay them to rest by using the Action button. If you activate the Blue Glyph on the wall, it will tell you to look for a switch somewhere that will open the gate behind you, so there's really only one way to go for now. Defeat the Zombies and head off down the sewer tunnel. Note that you can kill these Gun-Toting Zombies by shooting over the gate or by jumping and shooting, but they can't shoot you. Once you open the gate it's like going into another room, and you can't just back up through the gate so watch yourself. Once in the room, go up the stairs on the left and rescue another innocent. Go up the stairs to the right to free your first set of Skeletal Remains (#1). It should tell you that four bodies remain, so walk around this platform that you're on around to the other side where you should find the gate switch. Activate the switch to raise the sewer grate, and go back towards the start point. Now go through the grate that was raised and kill the Zombies and Skeletons, and a little further up on the left is Skeletal Remains #2. Put it to rest with the A Button, and move ahead to kill the Rats and Zombies and Skeletons. Up ahead the room will widen and there will be a barred grate at the end. This is where you will encounter your first Crocodile, which really isn't all that scary. You can easily take it out with a Machinegun, or several Shotgun volleys, but don't let it get a taste of you because they prefer human meat to Zombie meat. Over in the left corner is Skeletal Remains #3, and if you go down the passageway on the right you will find Skeletal Remains #4 and a Machinegun. Now you should have only one body left, and one way to go, so head through the door on the left. You're in a long corridor with some creatures, but nothing you can't handle, so go through the door at the end of the hall. Now you're in a big open room, and there will be Zombies, some with guns, and a few Crocodiles down below in the water. There's an innocent to the left of the door you just came through. Your last set of Skeletal Remains is to the right of the door (as you're looking at it) along the wall, so lay the last spirit to rest and continue along the wall until you get to a staircase leading down into the water. There is a Shotgun at the top of the stairs, and there will be several Zombies with guns waiting for you, so take them out first. There is a walkway above the water with a Conviction Glyph on it, which also provides a nice way to shoot things in the water without actually being down there, which you can also do from the staircase. (The Crocs can't climb the stairs very far, only a few steps) As soon as you kill off what you want to, you can use the Green Exit Glyph and go onto the next Sewer level. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 8. Sewers 2 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Rats, Zombies, Skeletons, Crocodiles Weapons Possible: Machinegun, Shotgun, Chain Saw, Flamethrower "You're almost there. Search these tunnels for more Skeletal Remains and press the Action button to bury them. It is the only way to appease the renegade spirits and get into the prison." You start out standing on a platform over the sewer water, with two upper pathways that run parallel along the tunnel. The pathways are interconnected here and there, and you can also access the floor in a few areas with the stairs and sloping platforms. Beneath you are some Rats and Zombies, which you probably want to kill. Some more Zombies are about halfway through this tunnel, and one will appear in the water (in front of the platform on the right) one will be on the platform along with a Shotgun, and two more are in the back near the door. Your first set of Skeletal Remains (#1) is to the right of the door, only ten more to go. Go through this door to find yourself into a big open room with lots of Rats and Zombies running around in the water. Jump off the platform to your left to get the spot with the best cover from the shooters. Skeletal Remains #2 is just to the right of the platform and stairs. Go along the near wall (with the fence consisting of three ropes) to find Skeletal Remains #3 near the huge pipes. You might be able to see further down along the wall with the pipes to an innocent hiding in the water in front of some steps. There is a Health Glyph at the top of these steps if you need it. Go all the back down the length of this platform to find a Machinegun, and go down the steps to kill off any creatures in the middle of the room. Now leave this room through the doorway on the platform to the left of the Health Glyph, and find yourself in close quarters with some Zombies and Rats. Once you kill them, free Skeletal Remains #4 on the left, and then go up the passageway to the right to save another innocent. You should notice a shiny Machinegun on the other side of this barricade, which you can get later on in the level. Go back out to the tunnel, and when the room widens again, you should find Skeletal Remains #5 on the left near the barred grate, leaving 6 bodies to go. Before you go into the passageway on the right, grab the Shotgun in the corner. In the passageway, there are Zombies carrying shotguns, so try to take them out first. Go all the way up the passage to free Skeletal Remains #6 and to refill your Conviction, if need be. Go back a little to the right where there is a door to go through. Now you're in another long tunnel, with all sorts of things coming after you, but it's not all that bad yet. Up ahead on the right is the tunnel where you saw that Machinegun earlier, so go up there to get that, and while you're there you might as well get Skeletal Remains #7, leaving four to go. Further up you'll see another innocent, but be careful of the thugs with the shotguns. The beams on the sides of the walls offer good protection for ducking in and out to shoot. After you save the innocent, a whole lotta Rats are coming at you, and when you kill them, to your right is Skeletal Remains #8 and directly across from it on the left is Skeletal Remains #9. Don't go through that doorway on the left just yet, instead go up on the right and kill off the creatures to get to the Health Glyph and Skeletal Remains #10 on the top of the platform. Go through the little door on the right to find yourself in one room with some creatures, a Machinegun, a Shotgun, and an innocent. Do what you need to do, and then go back to that other doorway that leads you down the long tunnel. Nothing comes at you 'til you're at the very top, and then it's Rats and shooting Zombies everywhere. Kill them and go up the stairs on the left, and use the pipes as cover to shoot the Zombies before they shoot you, and to kill the Blue Specters that come from down the hall. There's a Flamethrower guy on the left, and then another past him on the right just as you're getting up to the Chain Saw, so watch out for them, but at least you're picking up some good weapons along the way right? Free Skeletal Remains #11 and you're ready to go! >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 9. Front Yard >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Dogs, Zombies, Vampires Weapons Possible: Machinegun, Shotgun "If that flyer was correct, this Front Yard is where the Rave was thrown." There should be a Shotgun right behind you on the left of the rubble when you start out. This is basically a big area where you will find Dogs coming at you from all directions, Zombies shooting at you, and the occasional Flamethrower guy. You can blow up the propane tanks, oil drums and the schoolbus to injure nearby enemies, and there is a Machinegun in front of the schoolbus, which is about where the guy appears that you need to get the key from. Use the Health Glyph and then go through the door after blowing up the schoolbus. (The door being behind the schoolbus, it's a necessary sort of thing) Duck in and out of the doorway if you want, and get the Shotgun on the left before proceeding to the right to get into the next room. You can also use this doorway to lure the Zombies in one at a time, otherwise it can get pretty heavy with the Health loss because they're so darn quick. There's a lot of Raver Zombies in this room, and all the way at the end you should be able to see the green-lit stage. (Don't go there quite yet) After you kill everyone off in the open area, go get the Machinegun in the left corner of the room. Watch out for the Shotgun guy, but after you kill him you should get his weapon. Now you're ready to go for the stage and rescue the three innocents up there. Approach it slowly, and watch out for the Flamethrower guys. There's also a ton of Zombies and Shotgun guys, and a Vampire that drops the key that you need to progress. There's a Conviction Glyph on the left side of the stage in front of the speakers, and a Health Glyph on the right side. Once you're done killing everyone and rescuing the innocents, use the Green Exit Glyph and get ready for the Meal Hall. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 10. Meal Hall 1 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Dogs, Zombies, Vampires, Hulks Weapons Possible: Machinegun and Shotgun "This Meal Hall was left untouched after the incident last year. I can only imagine the smell." As soon as you enter the level, a bunch of Zombies are going to spawn and some of them are going to have guns. I would recommend shooting at the guy with the gun while you're backing away from him, unless you desperately need the Machinegun behind him, work your way back until you're near the rubble in the southmost part of the room. You'll have a big crowd of Vampires to fend off, but if you stay on the left side of the room, you should be able to keep most of it under control. If you need more ammo, there is another Machinegun and Shotgun in the upper left part of the room. There is a little office with a computer in the middle of the room that tells you about Vampires, and lets you know that fire and wood hurt them more than bullets, and direct sunlight is lethal. There is a staircase on the right side of the room with a Health Glyph on one side and a Shotgun on the other. Once you're set, go into the lower right part of this room You will see a gate, and if you have an Edge that works through gates and fences (such as Word of Power or Burden) it wouldn't be a bad thing to use. Once you go into this room, head towards the left to get a Machinegun if you can, and then down towards the right to free an innocent, and to defend yourself from the enemy. Feel free to jump on things to shoot commando-style. (Up and down from the middle of the room is my favorite way to go) There is a Health Glyph on the right, and two doors you can go through in this room, so go all the way down to the left side, and grab the Shotgun (hidden behind the tall table in the middle) and go through the left door, only because you need a key for the right door. As soon as you go in here, there will be Vampires and Dogs surrounding you, so try to have an Edge ready, and then start blasting away. If it gets bad, make sure you stay by the door so you can make a quick exit to go heal yourself. In the lower part of the room you will probably see a Hulk, the great big pink thing chasing after you, but it's basically an overgrown dog so take it out with a few rounds or an Edge, and get the innocent and Shotgun in the lowest corner of the room. There should be a guy with a Shotgun that drops a key for you in the upper left part. When you go back into the other room, a few more creatures may have respawned, but no biggie, just kill them and through the door on the right. This is the Meat room, where you find Zombies that can shoot some sort of bone-arrow at you. You may have to go in and out of this room a few times to heal, and if you have spare Machinegun rounds, I'd use 'em. There are also Zombies that spew this green, vomit-like substance, which doesn't feel very good either. There's a Conviction Glyph over in the upper left area of the room, and behind the hanging meat you'll find a Shotgun in the right corner. One of these monsters will drop a key, and through the door on the left you go. There is a Hulk right on the other side of this door along with some Zombies, so if you want to trigger them and then go back into the other room to use and Edge, go for it. You can even refill your lost Conviction right there when you're done, so why not? Otherwise, just go into the room and run down the stairs to take care of the shooters and Dogs first, then back up the stairs to take care of the Hulk and the rest and grab the Machinegun and Shotgun. Once you finish with these guys, go towards the Green Exit Glyph and make sure to get the innocent on the right side of the hole. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 11. Main Yard 1 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Dogs, Zombies, Gargoyles, Weapons Possible: Machinegun, Shotgun, Chain Saw, Flamethrower, Rocket Launcher **Accuracy Glyph on this level** "The entrance to Degenhardt's living quarters is at the other end of the Main Yard. Degenhardt was the Warden who oversaw Arkady's execution." You begin by facing a hole in a wall with a ramp to your left. You can either go up this ramp to fight a Shotgun thug, or a bunch of Zombies on the ground below. If I were you, I'd take out the Shotgun guy first and then shoot everyone else from up there. You can also get a good idea of your surroundings, and further up there you'll find some Glyphs, so let's do that first. After killing that guy, go up the next set of stairs to find another shooter at the top of the steps. Go left to find another guy, and a walkway that goes either straight or to the right of the building. If you go straight you can pick up a Chain Saw, shoot a guy and go all the way to the end of the walkway for a nice view, then turn around and come back to the building to see a Conviction Glyph. You might be noticing things on the ground below to pick up later here on. Come around to the other side where a Flamethrower guy is waiting, and it opens up onto a little platform where you'll find your first Accuracy Glyph and rocket launcher! (As far as I'm aware anyway) Go down the little dead-end walkway on the side to get a Flamethrower (weapon, not the monster) Watch out for another Shotgun guy to appear, but you should be able to pick up his weapon, and go around the side of the building to go back towards the ramps that lead down to the ground. Use the ramp as a means of defense, and pick off the Dogs, Zombies, Shotgun thugs and anything else, and pick up the Machinegun in the middle if you need it. You'll notice some bleachers along a chain link fence, and you can shoot monsters through this if you want. One of the Shotgun guys in the open area should drop a key, and a little further in and you'll trigger a Gargoyle. There's also a Health Glyph on the right, but watch out for the Dogs that trigger over at the upper right part of the fence, two at a time. If you have teams, you can help pick the dogs off of your teammates and vice-versa, since it's oftentimes hard to get one off of you if it's chewing on your pantleg. Go through the gate and kill the baddies, and don't forget to talk to the Bystander, who asks you to help *yet another friend* who was dragged away, this time to the basketball courts. There is a Machinegun in the right corner, and when you turn to go left through the rest of the room, you realize this is where all the weightlifters work out. So work your way through gym equipment and smelly socks, and use the Health Glyph in the upper left portion of the gym area if you need it. A guy near the Blue Glyph will drop a key, and going over there will trigger two Gargoyles, so be prepared. The Blue Glyph reads, "This is the Entrance to the Prison Infirmary, where Dr. Hadrian oversaw the care of prisoners. He was Degenhardt's right hand." Now go into the gate at the right, kill the Flamethrower guy to get another key, go down towards the right to kill two Gargoyles and pick up a Shotgun. The Blue Glyph here reads, "This is the Entrance to Death Row, where Arkady was executed last year." Watch out for the other Zombies along the way. Now go back out into the weight area and across to the left to go through that gate. There are some Dogs and Flamethrower guys, so make sure you have some distance before shooting in their direction. Up on the steps to your left is a Machinegun, and over to the right you should see a Health Glyph. One of the guys will drop another key, and beware of the plentiful Dogs in this area. The first Blue Glyph on the right reads, "This is the Entrance to the Cellblock." As you go towards the next Blue Glyph, two red Gargoyles will drop out of the sky, a little harder to beat than your average blue Gargoyle, but still not that bad. The next Blue Glyph down at the end reads, "This is the Entrance to Warden Degenhardt's living quarters. He would administrate the prison from here. Degenhardt disappeared after the execution last year." Now you're ready to go through the gate on the left. This is the basketball court that you looked into from the other side at the beginning of the level, and also where you should find the friend that got dragged away. There is a Machinegun in the middle, and the innocent is all the way towards the far right corner, and once you rescue her, you're free to go. Go back out into the area you were just in, and the Green Glyph should be glowing. Make sure you got everything, especially the stuff on the upper level if you didn't already get it, and then make sure your Health and Conviction are as full as possible, and then move on to the Mansion grounds. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 12. Mansion Exterior 1 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Dogs, Tentacles, Zombies, Vampires Weapons Possible: Machinegun **Strength Glyph on this level** "Those aren't living quarters, Degenhardt lived in a damn mansion. He was rumored to be a recluse, and spent most of his time here." This is the first time you see a Tentacle, the black thing on the side of the path that's trying to whip you. The easiest way to take them out is with your melee weapon, but you also open yourself up to damage, and there are Dogs around too. Go to the left where you'll see two tall trees and a break in the wall. Go through and fight the Dogs, and in the back you'll find a Strength Glyph and a Machinegun. Follow the wall along the left to the small graveyard near the mansion. Watch out for another Tentacle, they have a long reach! The Blue Glyph reads, "Helene, Celeste Marie, and Jeffrey Degenhardt III are all buried here. The Warden's entire family was wiped out on the same day in 1926. That would make the Warden over 100 years old." There is a Vampire here who will drop a key for you, and a Health Glyph is nearby on the path if you need it. Now work your way back through to the beginning, there is a Machinegun along the path in front of the fountain, and if you go all the way back into the far right corner near the tree you'll find an innocent. (I just have to comment here on how trippy the puddle here looks, because you can see stars reflected in it) Now go back towards the Mansion along the right side of the wall, and at the far back right corner you should find another Machinegun and another innocent to rescue. Go up to the Green Exit Glyph and kill the Vampire and other baddies, refill your Health again if you need to, and move onto the Interior of the Mansion. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 13. Mansion Interior 1 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Zombies, Vampires, Tentacles, Boss (Warden) Weapons Possible: Machinegun, Shotgun "There may be information on what caused the disturbance in the town. Search the mansion thoroughly." You start out in the foyer area of the Mansion with some steps leading upstairs on the left. There's a bunch of creatures in this room, so I would suggest going down into the lower right area where you'll find a black Tentacle, which you should kill. Then work your way back up the left side of the room, ending with the Vampire and the Gun-Toting Zombies near the staircase. There is a Conviction Glyph behind that sculpture on the left side of the room, a Shotgun in the lower left area and an innocent as well. Once you clear out this area you should go upstairs. Upstairs you should head south or down and kill the three guys to pick up the Machinegun and Shotgun, then back up the hallway to the first door that you come to on the right next to the stairs. This room contains Vampires and some Gun-Toting guys to kill. Then you can access the computer by pressing A, and it will read, "There are several different drafts of the rave flyer on this desktop. 'ARKADY EXECUTION ANNIVERSARY RAVE'" Make sure you picked up the Machinegun and the key, and leave the room and head down the hall past the double doors in the middle to the next door on your right. This room also contains Vampires and some Gun-Toting guys to kill. Pick up the Machinegun, rescue the innocent, and use the Health Glyph if you need it, and make sure you have the key to the next room. Go back down the hall again past the double doors and the first door all the way to the end of the hallway into the door on your left. You probably have the hang of this by now, so go to it. Save the innocent, get the key and move on to the last door all the way at the other end of the hallway. In here you can pick up a Machinegun and use another Health Glyph, and make sure you get the last key. The Blue Glyph reads, "Degenhardt's Journal 2/14/90: 'I have finally destroyed the other vampires who embraced me, and avenged the murders of my family. Dr. Hadrian and I will remain here and use the inmates for research and sustenance.'" Oooh, creepy. Now you go to the double doors in the middle of the hallway to face another Boss. Make sure you're as Healthy and Convicted as you can be and fill up on ammo before you go inside. Check out the Boss Section for tips on beating this Boss. There should be an innocent to rescue over by the pillar next to the Health Glyph on the right side of the room. Once you're done you can leave the room, use any Health or Conviction Glyphs that you might need, and head back downstairs to where you started the level to exit at the Green Glyph. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 14. Mansion Exterior 2 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Vampires, Tentacles, Dogs Weapons Possible: Machinegun "Make your way to Death Row. Arkady's possession and execution freed the spirits last year. Killing him may close the hole." You immediately have a Vampire kicking at your head, so get ready for battle. The steps to the Mansion are on your right and a fountain is to your left. You should recognize this level from before, and should know the area fairly well. If you go left around the fountain you will find a Machinegun in the bushes before you get to the path, and if you go back all the way around the fountain back towards the Mansion again, you'll notice a Tentacle, and the Health Glyph is in nearly the same place it was before. There are a couple of Vampires near the gravesites, and further back by the wall is another Machinegun. Now go all the way down the path to the puddle by the wall, and go all the way left to find yet another Machinegun in the corner. Kill the two Tentacles by the gate. Do what you need to do and activate the Green Exit Glyph when you're ready to go back into the Main Yard. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 15. Main Yard 2 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Dogs, Zombies Weapons Possible: Machinegun, Shotgun, Flamethrower "Find a way into the Main Cellblock. There should be a key to the gate somewhere." You start out in front of a door, with a few Zombies spawning nearby. Use the doorway as a place to duck into and regroup, and work your way through the creatures methodically. You should have noticed a Blue Information Glyph that just tells you that Degenhardt disappeared after the execution last year. Watch out for the Zombie with the Flamethrower on the right, if you shoot him he'll explode, so shoot from afar and watch the other Zombies taking potshots, and some Dogs will probably appear sooner or later. There is a fence to your left, and a little farther down on the right are some more Flamethrower-Zombies. If you go a little further you'll notice the steps to your left, and pretty soon a lot of Shooting Zombies and Flamethrower guys are going to start spawning. You should be able to pick up a Shotgun or two from the Zombies. There is a Health Glyph in the lower right part of the area. One of the creatures should drop a key, and once this happens, you can activate the Green Exit Glyph. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 16. Cell Block 1 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Zombies, Blue Specters Weapons Possible: Machinegun and Shotgun "There are several innocents locked in the cells. Get them all out of there!" You start out in the visiting room of the prison, where the prisoners go to talk to their visitors on the phones with the bulletproof glass between them. You can actually jump and shoot through these cubicles though, which helps keep the creatures from getting at you. Shoot all the Zombies, and then go down to then end where there's some rubble, and wait for a Blue Specter to show up and give you the key to get out the door on the right. Go up the stairs, and through the gate by pressing A. As soon as you come into this room you should see a green switch to the left of the doorway. Press this to deactivate the cell locks. You'll probably trigger a few Shotgun Zombies, so if you want, you can go back through the door you just came in to shoot them thorugh the fence with a shotgun. Or you can also jump into the middle part that's seperated by the railing, kill off the few Zombies that are in there and grab the Shotgun, and then run up and down the length of it killing all the Zombies over the fence, and they can't get to you at all. Minimal loss of Health that way, or great bodily harm by hacking your way through, I'll let you decide. Try to clear out this whole area before opening any of the cell doors, because most of the cells contain multiple Blue Specters, which aren't any fun if you have a bunch of Zombies munching on your shoulders. Anyway, after you clear the pathway, start opening the cell doors. There should be a total of six innocents: I found them in cells #1, #4, #6, #8, #13 and the cell at the very end on the right. (This is past the row of cells, near the exit) I found Conviction Glyphs in cells #2 and #14. I found a Health Glyph in cell #11. There is Machineguns in cell #3 and #8, and a Shotgun in #9. In the cell at the end is the last innocent (if you got all the rest) as well as a Machinegun, another Health Glyph, and some Blue Specters and Zombies. Once you get all the innocents you may move on from this level, and make sure you fill up your Health and Conviction! The Green Exit Glyph is near the last cell. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 17. Cell Block 2 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Zombies, Blue Specters, Playground Boss and Skitters Weapons Possible: Machinegun, Shotgun, Rocket Launcher "This makeshift tunnel is the only way through the cell block. Make a clear path for innocents by killing all the monsters." Right away there's going to be two Flamethrower guys and some Zombies, so use a special weapon to take these guys out quick. Run along the fence for a second or two and get some Zombies to spawn on the other side, then use an Edge to kill off a few groups if possible before going in. You can even shoot them through the bars with a Shotgun, but for goodness sakes, don't just go in there! Clear out a few rounds of Zombies first. Go through the left door when you're ready. You're in a hallway with some Zombies and Blue Specters, as well as a Machinegun, a Conviction Glyph and a Rocket Launcher. When you get down by the Rockets, two Flamethrower guys will appear, one of which has a key for you. Go through the last door on the right to find another Playground Boss waiting for you and some Zombies too. If I were you, I'd trigger them and then go back through the door to shoot at them from a safe distance since he's letting off Skitters as well. An Edge would work well here since there's a Conviction Glyph back down the hall to refill. This Boss isn't as hard as he was in the Playground, so he should be dead pretty quickly and you can move on. Once you go inside there is a Machinegun and a Health Glyph along with some Zombies. After you defeat them, you've cleared the path and your Objective is complete. The Green Glyph should be glowing now, so you can use the Health Glyph if necessary and exit this level. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 18. Hospital Roof >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Gargoyles, Zombies, Vampires, Blue Specters Weapons Possible: Machinegun, Shotgun, Flamethrower, Rocket Launcher "This catwalk will take you to the Prison Infirmary building. Enter through the roof and find a way to Death Row." Immediately you should see a Red Gargoyle drop out of the sky in front of you and another drop in behind you. Quickly run to the left and go atop a ramp from which you can shoot fairly safely. There are some Zombies with guns, so you'll have to dance around a little, but this is probably the safest place simply because they don't know how to climb very well. You'll probably get four more Gargoyles, but if you need a Health Glyph there's one in the upper-middle section of this rooftop. (In other words, it's a pretty straight shot up from your start point, you should see it from the ramp) You should trigger some Vampires from which you can pick up a Machinegun near the Health Glyph. Go over towards the right to kill more Zombies and pick up some Shotguns from there, and then head over to the walkway on the far right. There is an innocent to save on the walkway, and you can pick up some Shotguns from the Zombies. Talk to the Bystander who says, "I saw some women with guns herd a bunch of people over that bridge and onto the infirmary roof. Rescue them before entering the Infirmary." Right after reading this three Vampires will appear, and if you don't shoot them almost immediately, you will lose this Bystander. (Not that it's crucial to the game, but that's no reason to let the poor thing suffer) Something quick like a Machinegun is good to keep them off balance enough so that they can't attack back. Follow the path all the way down, and kill four Gargoyles and some Zombies when it connects onto the other rooftop. Here you can either go left or right, so I'm going to start with left. A bunch of Zombies and some Vampires are going to spawn here, so use the small buildings as cover, and you should be able to pick up several Machineguns from the Vampires. Go along the left side to rescue an innocent, and then towards the back to find a Health Glyph and another innocent towards the right. You should also be able to pick up some Shotguns from enemies over here. Come back around the right for more Exp, or if you prefer you can go over the skylight windows to avoid enemies. Now go back to the walkway to go the other direction. You may encounter four more red Gargoyles if you haven't already triggered them. There are actually several groups of four Gargoyles on the rooftop in total, so don't be surprised to see them coming one right after the other. If you follow along the right wall you will come to a locked gate with a building in front of it, which is where the level exit is at. Go left to pick up a Machinegun, but don't go into that gate yet. If you go close to the gate you will trigger some Gargoyles and Flamethrowers guys, so be aware of that. For now, go straight past the gates on down the roof to where an another innocent is cowering, fighting the Gargoyles and Zombies along the way. Once you get to the end where it splits to the right and to the left, you'll get about a bazillion Gargoyles, but there's a Conviction Glyph on the left side, so use you melee weapons or Edges, and you should be fine. There is a Machinegun to the right side, and once you're all set you can go back to the gate that is located to the left of the Exit area by the small building. You may be able to pick up a Flamethrower from one of the guys outside this gate. Once you go in, you'll have four Vampires show up, so kill them quickly before they take too much life off your meter. Further ahead on the right is a Rocket Launcher, and on up ahead are two more innocents and a Shotgun to their left. There is a Flamethrower Zombie in this area with your key, so carefully take out all the creatures in this area which will probably drop several more Shotguns. Go back out the gate and to the right of the Exit Glyph to use the key on the locked gate. The hostages are just ahead. When you go through the gate, you will hear one of the hostages scream that they're going to kill her. If you're still fighting the Gargoyles, it's probably OK. When you see the Vampires materialize and start to shoot at the hostages, that's when you need to get over there and start saving them. If they manage to kill a hostage, that hostage will turn into one of those Blue Specters and start attacking you, along with a ton of Vampires. (It's really no big deal if you lose one or two hostages, but be careful not to lose any more otherwise you have to start all over again) Machinegun (Or Judge's Crossbow) is best for this part because it kills quickly and you get a lot of replacements from the Vampires when they die. Once you rescue the hostages, you are free to leave the level, and if you need more ammo, you can go further back in the hostage area to trigger some more Vampires. Try to make sure all the Hunters have maximum ammo for as many weapons as possible, and refill your meters, because next you go inside... the Hospital. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 19. Hospital Interior 1 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Zombies, White Vomit-Spewing Zombies, Skitters, Hulks, Playground Boss Weapons Possible: Machinegun and Shotgun "The stairway entrance to the lower levels of the Infirmary is locked. Degenhardt's cohort, Dr. Hadrian, may be lurking below." This is a big open room with several doors leading off of it. You can either clear this room right now, or go around to the different doors and clear it in parts as you go along. I prefer to clear it out ahead of time, because sometimes it's nice to be able to duck into that room out of the corridors because it gets a little heavy in there, so I usually work myself around the room clockwise. The Shotgun (or crossbow) works best here, usually kills the spewing white Zombies in one shot. In the center of the room there is a little office with a Health Glyph inside it, as well as a Shotgun and a computer that reads, "From the journal of Fr. Cortez: The Death Row inmates are constantly in and out of the infirmary. I would speak to the Warden about it, but he is difficult to find during the day." Do you think it's because he's... SATAN! Hehehe... Anyway, so whether or not you already cleared the room, you've got to pick a door to go through. There are four doors, at "North-East-South- and-West" of the center office, plus the door between the "East" and the "South" door which will be where the Green Exit Glyph will be glowing when we complete the level. So I hope this makes sense to you when I say go through the East door, etc. East is directly across from the opening to the office, and North is close to where you started the level. You're looking for a key, which will be dropped by one of the Playground Bosses in one of the wings, and it's usually random I think. **Strategies for this will vary widely depending on the number of Hunters playing, and how quickly you want to get through the level. If you want a lot of Exp points, you may want to fight every monster, however, in doing that you might as well settle in for a couple hours playing time to do every single level perfectly. You may just want to run through some of these monsters, kill some on the way up, kill more on the way back, so it's up to you. Personally I think it's worth the exp you get, but there's tons of places along here to trigger fights. Running along the sides of the walls over the beds will trigger more Zombies with guns, and running down the middle causes Zombies to materialize out of this air and swipe at you. In some places you can run in and save an innocent, and run back out avoiding larger monsters that might only appear further back in the room. Sometimes you just get sick and tired of having one Zombie spawn at a time a dozen times over, and you leave to go somewhere with more action. OK, back to the Walkthrough.** North Wing: OK, so I'll assume you ran for the nearest door to get out of that room, and this was it. You're going to see a long hallway with beds lining either side. Work your way down the hallway (or you can run and jump to skip over them) and go to the left for a Health Glyph if you need it, and to rescue an innocent, being mindful of the vomit-spewing Zombies. In the lower left part you'll find a Shotgun. There is another innocent if you head to the right, and if you go into the back part of the room you'll trigger the Playground Boss again, complete with Skitters. Be careful of the Hulks in the lower part of this side of the room, if you haven't killed them off already, they can make it difficult to run freely. Now that you've leveled up some, it shouldn't be too difficult too kill these creatures, especially with a Health in the room nearby. Now let's head over to... East Wing: Very similar room to North, but as you start running through, you might notice some Skitters dropping near the beds, so watch out that you don't have to Stop, Drop and Roll, 'cause it'll cost you. No worries, there's a Health Glyph outside in the other room if you do get surprised. A Shotgun is up a little ways up on the right (on a bed) and by the way, you probably noticed that you can shoot other things in here, like those divider things. It may help to get those out of the way so you can see clearer (since your weapon will be aiming at it anyway) but I wouldn't waste good ammo on it. The second half of this hallway is Zombies, and when you get to the end, be prepared for Playground Boss and some more Skitters. There is a Conviction Glyph over to the lower left of this area, and to the right is an opening into a larger, open room with a lot of creatures in it. You will probably find an innocent at the right corner when you go in, and as you free her you'll be triggering the white vomit-things to your right along with Zombies and Skitters, although you can't really see them unless you run over there. There is a Shotgun in the upper left part of the room, and when you're all set just go back out into the main room to... South Wing: If you've already got the key, the Green Glyph will be glowing and you can go on to the next level. Although there are more innocents to save and ammo as well, so why not kill some time while killing Zombies? This time as soon as you go through the door there's a couple of Hulks to your left, and again on your right, and suddenly they're all over the place. Don't panic, they're quick on their feet so stay near the door in case you need to beat a quick exit to a Health Glyph. (If you use all the ones in the center, you can always go back to the North Wing) Once you get to the end, you can left or right, but it goes all the way around anyway. Left is closer to the next Conviction Glyph, and towards the upper right you will get a Machingun, but on the way you'll encounter shooting Zombies, the White Vomit-things, and some more Hulks. There is an innocent to save further down on the right, or you might have seen her right away when you came in and already rescued her, so either way, leave the room and head on over to the... West Wing: (Never watch the show myself... Sorry, couldn't resist!) Starts out like all the others, although by the time you get to the middle of the hallway the Playground Boss has already come out to play. Some White Vomit-things appear when you first go inside, so make sure you get rid of those before continuing and triggering the Playground Boss. You can always trigger and then leave the room to use an Edge through the door. Get past this area and the room opens up with an innocent and a Machinegun up on the left. Lots of stuff to kill in this room, same as the others, so once you satisfy your blood lust, go back into the center room. Try to fully Heal and Convict yourself (hehe) and go activate the Green Exit Glyph. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 20. Hospital Interior 2 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Doesn't matter, you don't have the time Weapons Possible: See Above "The fires have weakened the building structure. You have about 6 minutes to find the five people in here before the whole place collapses. You'll have to use the freight elevator to get to the lower level." OK, no time to dilly-dally, you gotta get out of here and find five people before you do, so get a move on! You're totally familiar with this place by now, and it stands to reason that four of the five innocents are in each of the Wings, with the last one being in the center office. As tempting as it might be, you should not stop to kill anything. Except maybe any Skitters or anything that's really getting in your way. Best strategy is to run through, find the innocents as quick as possible, starting with North, then East, then center office, then South, and ending with West, because that's where the freight elevator is located. (It's to the left when you first go inside) Things are going to be shaking the whole time and throwing you off balance, and if you get caught up in some Zombies, try to jump your way out of it. It gets trickier with more Hunters, but even with only one you still don't have too much time. Get in, and get out. Can't stress that enough. North: There's a Health Glyph right next to the innocent. Go back until the path splits, you want the left side and you'll probably see the Orange glow of the Glyph behind a divider on the right wall (of the left side) which you can shoot out for easy access, run over and save her, Heal yourself and leave. Shotgun in the lower left area nearby, just in case. You should have about five minutes left. East: When the hallway turns to the left a little, ther is a Flamethrower guy next to a divider that is hiding a Conviction Glyph. Go into the room ahead and the innocent is in the lower right part of the room. Hopefully you're not so stranded for ammo that you need the Shotgun in the upper left corner. Turn around and run... Center: You might need the Health by now, so rescue the innocent and Heal, grab the Shotgun and go to the South Wing, making sure not to mistake the door in between as a viable exit. South: Watch out for Skitters! By this time you may have about three minutes left if you're running fast, so you can afford to head around to the right and get the Machinegun if you like, and then over to the upper left where the innocent is, as well as another Conviction Glyph. Continue running around back out to... West: Freight elevator to your left as you go in, but for now head all the way back towards the burning mess in the back. The innocent should be on the left of the fire towards the wall. You have between one and two minutes at this point, so if you want you can head back around down the left wall, grab the Shotgun on the way, shoot out any barricades that block you, and then it's just a hop, skip and a jump to the freight elevator, which you should've seen on your way in hopefully. Freight Elevator: Grab the Machinegun and the activate the Green Glyph! >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 21. Morgue >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Zombies, Hulks, Boss Dr. Hadrian Weapons Possible: Machinegun, Shotgun, Flamethrower, Chain Saw "Ashcroft Penitentiary had more 'accidental' deaths than all the prisons in the entire state combined. Looks like more of Dr. Hadrian's work." You're in a big rectangular room with those white vomit-spewing things. After you kill them go into the door on your left to kill some Hulks and more white things. On the left side, second passage up, there is a Shotgun. A Health Glyph is in the middle of the room, and next to it on the right is an innocent hiding, and above that, a Machinegun. Hulk has the key, so once you get that, go through the door at the end into a circular room. There is a Health and Conviction Glyph in here, on opposite sides of each other. Near the Health side on the upper level is a Machinegun. Get the key to go through the next door. You'll immediately notice a Shotgun to the left in an alcove. Down the hall a Machinegun is right behind the column in the center. A Health Glyph is ahead on the right, and all the way at the end is a Flamethrower. Turn back towards the left a little, and you'll see an innocent by a wall, with a Shotgun a little further on near the fence. Go right, down the stairs and grab the Chain Saw on the left. Refill your Conviction at the Glyph on the right, then down the hall to get a Machinegun and a Health Glyph if you need it. Check out the Boss Section for tips on beating this Boss. After you kill him you'll watch him burn, and then you go to the next level automatically. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 22. Sewers 3 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Skitters, Zombies Weapons Possible: Machinegun, Shotgun **Accuracy Glyph on this level** "What was Hadrian doing with those corpses he pushed aside? His servants have taken them into these tunnels. But why protect corpses?" There's only one way to go, so start fighting off the Zombies and White Vomit-things, and go into the circular room. Health Glyph across the way, and a Bystander and Shotgun to the right. The Bystander says, "Those creatures locked the corpse gurneys behind these gates. You'll have to find the switch to open the gates and then burn the bodies." Turn around to the gates on the left, and to the right of that gate is a red switch that you can activate to raise the grate. Go through to the end, where there is a Machinegun and an innocent to rescue. Now go into the door on the right, and up ahead it will split to the right and to the left. Go to the right to grab a Machinegun, and then back to the left past where the Flamethrowers are to where it starts to curve right. There is a Shotgun on the left side as it starts to curve, and just to the right of that is a door you can enter. Here you'll find a Conviction Glyph, a Flamethrower, and the other switch to the grate that you need to activate. Go out the door, and back the way you came from in order to get to the other grate. Go through the now-open grate on the opposite side of the room, towards the corpses you see down the tunnel. When you activate them, an explosion will occur to burn the bodies, and there should be a Health Glyph behind the fire if you need it. Turn around and go back now to the other side again, all the way until you see the door where the switch was, and over around on the right should be a gate to go through. Once in here, run straight across to get a Shotgun, and then go through the door. In here you'll find two innocents and an Accuracy Glyph. Go back out and right and across to find an innocent and another Shotgun in a pipe. Now go left and grab the Machinegun before turning right to see the Green Exit Glyph. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 23. Machine Shop >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Skitters, Zombies, Machine Shop Robots Weapons Possible: Machinegun, Shotgun, Flamethrower, Rocket Launcher "You're in the Machine Shop. Death Row is attached to this building. You'll have to fight through here to get to Arkady." You're in a small room with some Skitters, Zombies, Flamethrower guys and some White Vomit-Spewing things, with nothing but a Conviction Glyph to help you. Rescue the innocent in the back of the room, and one of the monsters will have a key for you, so start shooting. Get the key to go through the door, and on the other side is a whole lotta Zombies and Flamethrower guys, etc. In the middle of the room you should be able to pick up a Flamethrower and a Shotgun is on the right. All the way at the end is a Health Glyph, which is in front of the cage with a Rocket Launcher inside it. Now step back out of the cage and aim for those barrels over by the door on the right. They will explode allowing you to go through a hole in the wall. There's some Machine Shop Robots guarding the entrance in here that I wouldn't recommend getting too close to, so I'd shoot through the door or use an Edge if I could. Once inside, there's a Machinegun right across from you, and there's a passage that goes off to the right and at the end is the Green Exit Glyph. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 24. Death Row >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Zombies, Blue Specters, Vampires, Boss Carpenter/Arkady, Boss Werewolf/Arkady Weapons Possible: Machinegun, Shotgun, Flamethrower, Rocket Launcher "This is Death Row, where Arkady was executed. There may be more wrong with him than a spiritual possession. His victims were described as looking like they were mauled by animals." You begin the level in a small room, with a door leading to a longer corridor. You need a key to get into the door at the other end, but there's a lot of stuff between you and the key, so start killing things and when it gets too heavy, duck back into the cell at the beginning. Once you get the key, go into the next room, and in the middle there's a Conviction Glyph with a Machinegun behind the desk. Access the computer to read the following: "Powerful ghosts are kept here by an anchor. Destroying their anchor will make them vulnerable. An anchor will always have great personal significance to the ghost, having caused them great pleasure...or pain." Hmm...whatever could that mean? Go through the door on the right to enter a room with some Vampires and more Blue Specters. There is a Flamethrower on the right side of the room, and once you clean up, check out the Blue Glyph which reads, "The Vampires renovated large portions of the Prison. Check the bookshelves." It's referring to the second bookshelf you see when you come in the room, with no books on it. Press the A Button, and it will swing open into a room. The Vampire has the key, so take her out and grab the Rocket Launcher. Once you kill everything in this room, get ready for a Boss fight. Open the door in this room to take you to the next Boss. Carpenter/Arkady is who you're fighting, and only because you killed Hadrian before he could, or so it seems. There is a Health Glyph on the middle left side of the room. Check out the Boss Section for tips on beating this Boss. When you finally beat him, go out the door at the upper right in the room. When you first get in here, go around the cage to get a Machinegun, and then go through the gate. You'll find more Zombies and Blue Specters in here, and you have to get the key to proceed, so start hacking away. Go through the gate to encounter two Vampires who will leave you their Machineguns when you kill them, which makes a nice addition to the Health Glyph in the room. Go in the door to the left side first. Rescue two innocents and pick up a Rocket Launcher, and use the Conviction Glyph if you need it, and then back out you go. Go in the other door, but don't go into the first door you see right away because that takes you to another Boss. Grab the Flamethrower and Rocket Launcher #2 and rescue another innocent, and *then* go through the door and watch the Scene with Arkady in disbelief. Check out the Boss Section for tips on beating Arkady the second time. There is a Health Glyph on the right side of the room and a Conviction Glyph on the left, and once you beat him, the level is automatically over. Watch the scene where you almost feel sorry for Arkady (well, I did) and realize that Degenhardt is the one you're ultimately after. Now you gotta start running again, this time in the... >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 25. Main Yard 3 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Blue Wolves, Vampires, Werewolf/Arkady Weapons Possible: "Arkady's lost control of the spirits that have possessed him. You'll have to drive him off to get past him." There should be little red and blue spheres scattered throughout his level as a nice bonus. You're in an earlier level, but it probably looks a little different now. Go down along the fence all the way to the right to get a Shotgun. You'll have noticed the Blue Wolves on the other side of the fence. These can pounce on you, and they breathe this ice-cloud that you makes you cough like the Rats in the Sewers did, so watch out for those. (Standing on a picnic table isn't a bad idea) Go through the hole in the fence, and in the lower left corner you'll find a Machinegun, by the door that won't open. Shoot out all the weight equipment if you want, and pick up the Flamethrower in the middle, and suddenly your old friend Arkady is back. The Exit Glyph is right in front of you, but you can't leave without getting rid of Arkady, so you know what to do. (Two Word of Powers and he was gone, he's not quite as hard as before thank goodness!) A couple of Vampires will come at you from the direction of the Green Exit Glyph, but you're just warming up! So now go ahead back to the... >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 26. Meal Hall 2 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Blue Wolves, Zombies, Werewolf/Arkady Weapons Possible: Machinegun, Shotgun, Chain Saw, Flamethrower "Arkady's lost control of the spirits that have possessed him. The spirits and his Werewolf form make him virtually unstoppable. Try and drive him off and get away." The little office will be right ahead of you when you start out, which isn't a bad place to hole up in to fight off the Blue Wolves. "Hunter- Net Tip of the Day...RUN DUMMY!" There is a Chain Saw to the left of the office. When you get that, go towards the lower right side of the room and grab the Shotgun, and then kill a few more Blue Wolves. Go through the door, grab the Flamethrower in the middle, kill the Blue Wolves that appear in here, and then go into the left-most door for a Machinegun. Now go into the door on the right to enter the Meat room from earlier and you'll get some more Blue Wolves and some of those Bone-Arrow Zombies. In the left part of the room is a Shotgun, and then when you're ready go through the door ahead of you to face Arkady again. Once you kill him, it's nothing but you and the Green Exit Glyph. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 27. Main Yard 4 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Blue Wolves, Werewolf/Arkady Weapons Possible: Machinegun, Shotgun "Return to the mansion and prevent the Warden from binding his family's spirits into innocent victims. Arkady is still after you...hurry!" There's a Shotgun in the middle of the yard you start out in, and Blue Wolves are all over the place. Go into the Basketball court on the left to kill more Blue Wolves (or use an Edge through the fence) and pick up the Shotgun and Machinegun, and then go through the door at the other side. There's another Shotgun right after you go inside, and some more Blue Wolves. The door ahead to the left is where you fight Arkady. If you go back right away towards the steps on the left, you can pick up another Shotgun at the top. (The preferred way to kill Blue Wolves, in my opinion.) Now go back and trigger the Werewolf to kill him off, and then to the Green Exit Glyph you go! >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 28. Mansion Exterior 3 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Blue Wolves, Werewolf/Arkady Weapons Possible: Machiengun, Shotgun, Chain Saw, Rocket Launcher "The portal to the spirit world must be in here. Stop Degenhardt before he brings his family back through with enough spirits to kill everyone in the city." Blue Wolves are everywhere, so get moving! A Chain Saw and Rocket Launcher are on the path ahead of you. Arkady triggers right in front of the door by the Fountain, so if you want you can grab a Machinegun in the little graveyard first. There is also a Shotgun on the right side of the fountain, which is a pretty good place to hop up on the avoid the Blue Wolves. Fight Arkady at the top part of the fountain, and then activate the Green Exit Glyph to go inside to... >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 29. Mansion Interior 2 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Blue Wolves, Vampires, Werewolf/Arkady Weapons Possible: Machinegun, Shotgun "Find the Warden and stop him from binding his family's souls to new bodies." Almost done! You begin with an overhead view of the familiar foyer area. There is a Machinegun and Conviction Glyph, and some Blue Wolves to fight, which you can easily do from the staircase to keep them from ganging up on you. Fill up on red and blue spheres and go upstairs. At the top you'll find a Shotgun, and there's really only one door you can go through, so head to the middle doors and enter. (There are Blue Wolves at either end of this hallway) You go into the familiar room, and who should appear but the Werewolf again. There is a Health Glyph in the middle of the room. Once you defeat him, four Vampires will appear, so kill them and activate the Green Exit Glyph. (You cannot exit this room to get more Conviction) Now you're ready to face Degenhardt. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 30. Attic >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Warden Degenhardt Weapons Possible: Machinegun You watch a scene where Degenhardt kills Arkady, changing him back into his human form. You also notice three people in cages behind him; the innocents who are about to house his family's spirits. You need to kill Degenhardt to prevent this from happening. There's a Machinegun by the left window if you need some ammo. You'll see a Conviction Glyph in the middle of the room, and there's also a Health Glyph by the right window (which is on the left side of the room, opposite the red vortex) which is all boarded up that they show right before the scene ends and you're thrown into battle. To save the innocents, go over to their cages and attack the cages which will break open, allowing them to go free. **Once you free all the innocents he can triplicate himself, so stay out of his way when he does this. (You can free two, but the third is what triggers the Triplicating) Check out the Boss Section for tips on beating this Boss. Once you've beaten him, watch the last Scene where the Warden gets sucked into his own red vortex of eternal suffering, and if you saved enough innocents, then you also see them escaping on the subway train. If you watch all the way through the credits, you'll see a funny scene with Werewolf/Arkady at the very end. Congratulations! You've beaten Hunter: The Reckoning! *********************************************************************** XI. Bosses (Any useful hints or tips? Send them to me and I'll credit you in the FAQ!) <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> Playground Boss Found in Level 3: Playground <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> OK, this boss has three ways of attacking. First, he can pound the ground, and create a 360-degree earthquake that can shake you off your feet. If you're not a fast character (like the Judge) the best way to avoid this is jumping when the quake ripples out to you, which takes some timing. Faster characters such as the Defender can usually run out of its way with little effort. His second attack is swiping at you, which usually happens when you're too close to him. His left hook is vicious. His third attack, and the one I think you really have to watch out for, is dropping about six Skitters at a time from goodness knows where (it looks like his back) and they tend to sneak up on you when you least expect it. Tips to beat him: Like most of the bosses you'll face, basically you want to avoid his attacks as much as you can and run around in circles while shooting at him. I know this probably is just common sense, but what you really need is a good handle on how to strafe, and shooting while running backwards is key. It can get tricky with more than one Hunter playing, and it seems to me that beating it with one is easier than beating it with a team, but maybe that's just me. He has a health meter so you can watch your status, and you can tell that he's starting to hurt when your shots turn him red instead of a sickly yellow. I used my Machinegun and shotgun, and waited on getting the replacements until after I had beaten the boss, so that I had something with which to go into the next level. Once I ran out of Special Weapons, I used my unlimited ranged weapon. So it takes a while, but use the Health Glyph if he hits you, and you should still have several continues just in case you die. Another option to beat him is getting him on one side of the fence while you are on the other. The Zombies and Skitters might come around at you, but you can shoot through the fence and it will take off life from the boss. Time-consuming, but safe. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> Teddy Bear Found in Level 5: Church <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> The first thing you want to do is shoot out all the benches so you can run through them. You can try killing the Blue Specters if you like, but I usually just avoid them and concentrate on shooting the Teddy Bear and keeping myself away from his attacks. Machineguns and Shotguns work pretty well for this, and if you can just keep running in a circle while shooting behind you, it shouldn't take too long to kill it off. The Teddy Bear has several attacks: jumping and pounding the ground to create an earthquake effect, taking swipes at you if you're too close, running and pouncing on you, and spewing some sort of vomitous-like substance, which hurts you a lot. His earthquake attack covers a lot more ground than the last boss, so even if you have a fast Hunter, you still need to be good at timing your jumps. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> Warden Degenhardt Found in Level 13: Mansion Interior 1 <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> OK, you can do this a number of ways: Run around and try shooting him while avoiding the Tentacles that pop up and his attacks, or you can stand close to him and attack him with your melee weapon. The quickest way is to do it melee-style, and you're bound to lose several lives, but it's over in a minute or so. His attacks consist of a shockwave that will knock you back, whipping you with his tentacle-arm, and Tentacles will also appear randonly throughout the room. If you stay by the Health Glyph on the right side of the room and attack him up close, you might be able to kill him without losing more than two lives. If you choose to run and attack, you'll probably use most of your ammo and still lose lives simply because of his attacks and the Tentacles around the room, so it's up to you. Another tip for fighting multiplayer: 1. You must have at least two players. 2. When Degenhardt is chasing one person, they should try and get a pillar between them and him. 3. If you are lucky, he will keep running towards you but be blocked by the pillar, allowing the other Hunter to empty everything they have into his back! 4. The person behind the pillar can do some damage too if they have a flamethrower, as it can be fired round the pillar. 5. You can evade all of his attacks by jumping. Thanks to: Tom A. and Angus T. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> Dr. Hadrian (and his very strange left appendage) Found in Level 21: Morgue <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> OK, this is a fairly tough Boss simply because while you're fighting him, you're also getting attacked by Hulks, Skitters and Playground Beasts. This starts to happen after you've taken off about half his life, and suddenly you'll notice the room is getting very crowded. Try to stay close to him, because if you get too far away you end up wasting your ammo on the other things, but try not to let the monsters build up too much. I think you're probably guarenteed to lose a few lives on this, at least two or three maybe. His main attack, besides spawning other creatures, is emitting this green ray that will take off Health and slow you down for a few seconds. A good defense is to roll out of the way, or jump if you can time it right. The Flamethrower seemed to work pretty well on him, as well as the other Special Weapons, but I think attacking him up close is probably the way to go. Everytime I tried to Heal, the other monsters would usually take off another chunk of life, so I found that if I stayed near him, used my Conviction on the other creatures, and attacked him with Flamethrower or whatever I had until I died and could respawn with more Conviction that I only used three or four lives on average. I still don't like losing that many lives, so I'll keep working on it. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> Carpenter/Arkady Found in Level 24: Death Row <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> Remember, you need to destroy his anchor before you can destroy him, and what else is in the room but, you guessed it, the Electric Chair. If you have teammates, someone should shoot the Electric Chair to destroy it, and once that's done, killing Arkady is a piece of cake. The Rocket Launcher works well for this: It takes about 8 Rockets to destroy the Chair. If you're alone, try doing a running attack where you run towards the chair and aim with your Rocket Launcher, just don't get too close when you shoot it otherwise you can blow up yourself. One thing is for certain, Arkady fights close-combat, so you constantly need to be moving. Machinegun and Shotgun will help you out with him, but he does take a while to kill, so be patient and run him up and down so you can get a good aim at him when you shoot. It's hard to miss him actually, because he follows so close. If you have the Judge Hunter, Word of Power does an excellent job of taking off his Health in big chunks, and when you run out of Conviction, fight with your melee/ranged weapon until one of you dies. (The only way to get more Conviction, unfortunately) He has an attack similar to the Martyr's with two knives in his hands. He also has kick moves, so watch out for that. If you don't mind the potential loss of life, fighting him with your melee weapon seems to do some decent damage as well. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> Werewolf/Arkady Found in Level 24: Death Row <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> As if fighting him the first time wasn't bad enough, you have to fight Arkady again as a Werewolf in the execution room. This time he's a little more bulky, so that cuts down on his agility slightly, but you still gotta be quick to escape his clutches. He can follow you and smack you across the face, and he can also release a 360-degree circle of Blue Specters, which is the only time he's standing still, so you must take advantage of this opportunity. You can jump out of the range of the Blue Specters if you time it right. Use your Rocket Launcher first while he's standing still, and the Machinegun and Flamethrower are good too. Shooting him while he's standing still is the key to beating him, so hopefully you have good aim! Once you get his Health down a little ways he will add a new attack. Standing still for a second, he sends out a blue beam with a white Skull-shaped thing in front that takes off a lot of life. Avoiding this is a good idea since it can take off nearly all of your Health. There is no anchor to destroy this time, so just keep running and shooting, and I will try to come up with better ways of killing him quicker, not that it actually *kills* him, but you know what I mean. Judge's Word of Power also works quite well here. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> Degenhardt Found in Level 30: Attic <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> This guy is really not as bad as he might seem at first. Sure, he has these annoying black arms that whip at you, and he beats up on you a lot, but the trick is to get him away from the window that he's in front of, and once you do that, it's not too hard to beat him. His attacks consist of: Tentacles throughout the room, and ones that he whips at you with if you get close to him. Sending out these red beams that hit you for Health damage, and it also slows you down. Whipping at you with his tree-like arms. Once you free all the innocents he can triplicate himself, so stay out of his way when he does this. (You can free two, but the third is what triggers the Triplicating) Getting too close to the red vortex on the right isn't a good idea either. Attacking him when he's standing in the center of the room doesn't seem to do any good (He's Healing himself from the vortex) so perhaps you can use this time to shoot at the window and Heal. Some Edges (Word of Power that I know of) works OK to knock off some Health. There seems to be a minor glitch that can kinda hang you up. In front of the red curtain between the two windows, but a little further out in the room, almost like a pillar that didn't quite get taken out of the game. At least in my game, I'll try to run forward and can't, so I have to go around that spot. Use your weapons to shoot at the boards covering the window, and his attacks will also break the boards away once if you're standing near the window. Keep Healing on the Health Glyph, and hopefully you have enough Continues to last until the boards break away to let the sunlight inside the room. You'd think he'd have thought of that, huh? OK, update on this Boss: Best things to do is use your Chain Saw on the window after you get the Warden away from it. Special weapons will work too (although not the melee weapons) but nothing is as fast as that gas-guzzling baby! Keep Healing and hacking away at the boards and the fight is over in a matter of a few minutes! *********************************************************************** XII. Codes, Hints and General Strategy >> There is a code that makes your Hunter *INVULNERABLE* but I don't know what it is yet, and I haven't seen it on any sites yet, but it does exist (according to the hints page when the level is loading) so keep on trying for it! >> All Weapons (Entered using the Directional Pad) This code is only good on the first level of the game, before you pick up any weapons. This code gives you the Combat Shotgun, Bull-Pup Assault Rifle, Flamethrower and Rocket Launcher. You also get a Chainsaw, but there's no gas in it...? For those of you that like having a security blanket, this is the code to use. B, Up, Left, Down, Right, B, B Source: Fishkick65 at GameWinners, also on GameFAQs Codes & Secrets page >> Sound FX Test (Entered using the Directional Pad) Right, Right, B Button - random Female voice Left, Left, B Button - random Male voice Source: Official Xbox Magazine >> To get the good ending to the game, you need to save at least 50 innocents to send back to help fix the train. (To be honest, I think it would be pretty hard to beat the game using less than 50 innocents. Has anyone ever seen the Ending without getting to 50? I'm curious to know what happens....) >> Gaining Experience: Each Hunter's Exp increases with each kill they make. In multiplayer games you would gain partial points, but the Hunter whose attack kills will gain the most points overall, which is crucial in the boss fights. Exp will increase your Hunter's attributes and overall power. >> Hint: Gargoyles are resistant to bullets (However, a Machinegun doesn't do all that badly against it) Source: Hunter: The Reckoning game >> Hint: Ranged weapons are also useful against Gargoyles, especially after improving your accuracy stats. It may take a while, but it does the job. On levels like the hospital roof where they keep appearing, keeping them at a distance is the way to go! Contributed by: kari >> Your weapon will automatically start to aim if you are near an enemy. This is particularly helpful when there are enemies offscreen. Your weapon will also point towards things such as benches, dividers, and anything else that might obstruct your movement. In the sewer levels, it will also point towards Skeletal Remains. >> You can use Strength and Accuracy Glyphs more than once, and the Health and Conviction Glyphs more than four times too. It took me forever to finally get it right, but if two people stand on the Glyph and activate it at the same time, you will be able to use it indefinitely. (You have to activate the Conviction and Health Glyphs on the fourth time to use it forever.) You can build up your Strength and Accuracy until they are off the screen, which gives a lot of power to your basic ranged and melee attacks. If you are playing one player, you can plug in an additional controller and activate it that way. Takes some practice, but it's worth it to kill things with one shot. Thanks to: DBeasley, [email protected], The Lawrimore's >> There is also a code for Maximum Weapons Damage, which I haven't been able to figure out the effects or whether it works for sure, but it is Down, Down, B, Y, Down, Down. Thanks to: [email protected] >> If you're trying to beat the game single-handedly, and more power to you if you are, a good Hunter to pick would be Father Esteban Cortez, A.K.A. Judge. His crossbow is really good against the Vampires in the later levels, and Word of Power is a great offensive Edge to have early in the game. >> You can unlock the Alternate Hunter and Nightmare modes when you beat the game with any character. It needs to be activated in the Special Features section of the main menu, and press the A Button to change to "Deactivate...Mode" which actually *activates* the mode. >> The Alternate Hunter mode gives you the Hunters dressed in the outfits that you see them wearing in the first Scene where Arkady gets electrocuted, and Nightmare mode just means it's a little tougher than it was the first time around.