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IntroductionHunter: The Reckoning is an old-fashioned
splatter-fest for up to four gamers. A classic action game in the
mold of Gauntlet and Baldur’s Gate: Dark Alliance, Hunter is based
on the pen-and-paper game of the same name. We’ve been enjoying
this one thoroughly in the IGN offices, and decided to pass our
love on to you in the form of this walkthrough.
If you’re having trouble finding all the Innocents, getting the
good ending, beating a boss or sniffing out weap-ons of
destruction, this is the guide for you. So, in the now-immortal
words of Drowning Pool “let the bodies hit the floor.”
Another Quality Guide by: Chris CarlePDF Layout by: Cory D.
Lewis
Basics ControlsD-Pad: Zoom camera in/outLeft Stick: Move
playerRight Stick: Aim weaponA: Action Button/ReloadB: Toggle
special weaponsX: Toggle regular weaponsY: Toggle EdgesRight
Trigger: Use weaponLeft Trigger: Jump
A Note on Modes: Single vs. MultiplayerThis game can be played
solo, or with up to four players. To join a game (even in
progress), just plug in a controller and play. The game won’t stop.
Just select a character and press start and you’ll appear in the
game. Note: Once you join, you cannot quit until you reach a save
point. That is the only place you can opt out once joining.
Multiplayer games share resources, so make sure you divvy up
ammo fairly. You don’t want one person hogging all of the weapons,
leaving the others at a disadvantage. Also, make sure you alternate
who sets Innocents free.
GlyphsThroughout the game, you’ll see symbols glowing on
environment surfaces. Some of them provide Health and Conviction,
and others level up your character. Glyphs that glow blue tell you
things about the game or challenges ahead. Green Glyphs allow you
to save game progress.
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A Note on SavingAs you progress through Hunter, it is important
to have a lot of continues at your disposal, as the game gets much
harder toward the end. Since the Xbox has nearly unlimited memory,
don’t be bashful about saving a new game at every single save
point. That way, if you have to backtrack to a point where you had
more lives, it will be easy to do so. If you lose too many lives in
any given level and want to start over from the beginning (with
your full complement of continues), pause the game and select
Restart.
HealthYour Hunter’s health is monitored by the red bar in the
upper left corner of the screen. You can replenish this bar in
several ways. By killing enemies, you will release red spheres
which will give you more health. Make sure you collect them
quickly, because they fade eventually. You can also find glowing,
diamond-shaped Glyphs scattered throughout the levels. One of these
Glyphs will yield up to four “heals” and then it will go cold. The
only other way to earn more life is to die. You health meter will
be fully replenished when you start a new life.
EdgesEdges are special Hunter powers that require Conviction to
pull off. Each Hunter starts with one Edge (which works like magic)
unique to that character. As the game progresses, you can gain more
Edges and level-up your current Edge. Usually, levelling-up of
Edges occurs after major boss fights. Use Edges to enhance your
Hunter’s abilities and get out of tight spots.
ConvictionYour Conviction, the ability to use Edges, is measured
by the blue meter in the upper right corner of the screen. Like
health, this can be replenished by collecting spheres (blue) or
using an Edge Glyph, which looks like a sideways “E.” The only
thing that uses that depletes Conviction is using Edges, so if
you’re doing fine without, it’s best to save Edge power for tough
situations or desperate encounters.
Level-UpAs you use your various skills more and more, your
character will improve in those areas. Killing monsters helps you
gain experience, which leads to the levelling up. When your
character levels up, he/she will become more powerful, more
proficient at using a weapon, etc. You can also find Level-Up
Glyphs on some levels. These permanently add to your character’s
stats. Read the walkthrough to discover where to find these
powerful Glyphs.
InnocentsReleasing Innocents is key for a few reasons. First
off, many of the levels in the game require you to find Innocents
as an objective. Secondly (and probably more importantly), when you
free an Innocent, you gain a Continue. Stockpile your continues
until later in the game, when you will seriously need them.
Thirdly, Innocents will help you earn the “good” ending. If you
save more than 50 people, there will be enough manpower to get the
train back on the tracks and get out of town when the game
ends.
WeaponsEach character has two types of weapons: a long-range,
unlimited ammo weapon, and a short range, hack-
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slash weapon. Both of these serve different purposes, but since
they’re always available, they are the last line of defense between
you and becoming a zombie lunch. When should you use your regular
weapons? Anytime you can. If you can afford not to use Special
Weapons, don’t bother. Save them for more powerful enemies. Note:
Certain enemies (gargoyles, for instance) are resistant to gunfire,
making your melee weapon the best choice.
Special WeaponsSpecial Weapons not specific to each individual
character can be found all over the place on the game map. There
are several varieties of each, but these are the general
categories:
• Shotgun: This one provides a lot of bang for your buck. Most
times, you can drop any weaker enemy with a close-range shot.
• Machine Gun: If you absolutely, positively have to kill every
mutha in the room, the Machine Gune is the one for you. With its
rapid rate of fire and plentiful ammo, the Machine Gun is great to
thin large herds of undead.
• Chainsaw: A little weaker than it should be, the chainsaw can
only carve one enemy at a time. It does good damage, but is a
little unwieldy. Instead of ammo, the Chainsaw works on gasoline.
When the gas is gone, the Chainsaw’s done.
• Flame-thrower: The Flame-thrower also has fuel rather than
ammo. It sprays a swath of fire at anything in its path. Good
against zombies and slow enemies. It doesn’t kill everyone right
away, but will set enemies on fire, and kill them eventually.
• Rocket Launcher: This powerful weapon should be reserved for
big fights only. A long range weapon, the Rocket Launcher should
not be used in close encounters, or you’ll end up killing your
hunter.
Tips:• Search Every Corner There is a lot of stuff off of the
main trail--especially special weapons and Innocents, so make sure
you
search every square inch of every area. Before going to the
Green Glyph save point (unless you’re wounded badly), always make
sure you’ve scoured the level, opened every door and looked behind
every object.
• Jump to Avoid Conflict One simple way to get out of danger is
to jump. This can get you to a new area, put you on a higher
plane, or just give you some breathing room until the next wave.
You can also attack from the air, and, if you’re holding your close
range weapon, you can perform sideways rolls and other evasive
efforts.
• Shoot From On High If you’re in an area with multiple levels,
get to the highest point and select your ranged weapon. From
this position, use your infinite ammo to smoke everything below
you, with no harm to yourself.
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• Use the “Circle Strafe” Technique The most effective way to
take on enemies is to circle around them. Do this with the left
stick, and keep
pointing the right stick at the mob, firing the whole time. This
way, youy can “herd” all of your foes into a tight bunch, making
them susceptible to Edges, Flame-thrower attacks and spray attacks
(a la the Machine Gun).
• Use Your Edges in a Crowd Edges can bail you out of a lot of
situations; especially the ones that deal damage to a specific
radius
of monsters. Use Edges in a crowd to produce the best effects.
But watch out... if you begin to trigger an Edge and don’t complete
the process, you could lose you Conviction and not even cast it. A
good time to cast an Edge is when you’ve respawned after dying,
because your Conviction meter will be full and you will be
temporarily impervious to pain.
• Preserve Your Best Weapons If you are going up against a group
of rotting zombies, don’t waste your ammo. Use the unlimited
ammunition your ranged weapon provides and save your most
powerful weapons for bigger, badder enemies. By the same token, if
you have maxed out your ammunition for a weapon, and see more
laying around, use up some of the excess so you can always carry a
full gun. Note: The Rocket Launcher is especially powerful and
should be saved for special boss encounters. Read the walkthrough
to determine when to use it effectively.
Characters Deuce, the AvengerThis beefy bad-ass is robust and
strong. He can take and give punishment quite well. His starting
close weapon is a huge battle axe, and his ranged weapon is a
sling-and-wing quick-firing shotgun (eight rounds).
Samantha, the DefenderA leggy crusader for justice, this
sabre-wielding hottie will cut a zombie down faster than you can
say “George Romero.” Her close weapon is a fast-swinging sabre, and
her ranged weapon is a scoped Magnum (six rounds). Arguably the
most balanced character in the game, Samantha is a good choice to
start with if you’re playing single player.
Father Cortez, the JudgeArguably the coolest character in the
game, the Father Cortez, a prison chaplain, carries a sword with a
crucifix hilt and a nasty crossbow... and he’s a priest. Who better
to fight vampires and zombies with?
Kassandra, the MartyrThis little candy raver is lean on
strength, but very fast. She’s got good starting Conviction as
well, making her a good complement to any party. Not a very hearty
starting character, Martyr is best as part of a team. She packs
twin pistolas and two close-range knives.
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Walkthrough Subway Streets Playground Graveyard Church
Catacomb
Sewers 1 Sewers 2 Front Yard Meal Hall 1 Main Yard 1 Mansion
Entrance 1
Mansion 1 Mansion Entrance 2 - Cell Block 1 Cell Block 2
Hospital Roof Hospital 1 Hospital 2
Morgue Sewers 3 Machine Shop Death Row Main Yard 3 - Mansion 2
Attic
Walkthrough: Subway In this opening area, the general idea is
just to familiarize yourself with the controls and game systems. To
do this, walk up to the Blue Glyphs on the walls and press “A” to
learn helpful information on how to play the game.
You will be hounded by a pack of bloodthirsty zombies, so this
will afford you an opportunity to hone your fighting skills. Use
both your close combat weapon and ranged weapon to get a feel for
the controls. With the ranged weapon, practice moving around the
zombies as you continue to point your weapon at the target. I will
call this technique “circle strafing.” You’ll also want to get used
to moving backwards while firing at enemies in front of you.
As you get midway through the station, a cutscene will unfold.
You’ll learn that the only way out of the town is via a busted-up
rail car. In order to get the train to move, you’ll have to free
Innocents scattered throughout the levels. Do this by simply
touching the Innocent. These scared souls will help get the broken
car back on line... so you have to free enough of them in order to
complete the job.
Make sure you explore the entire level. You must in order to
find the Glyphs, anyway. Make sure you move down from the starting
point and explore that end of the station. There is a Machine Gun
to be found next to the blocked-off stairs. There are also plenty
of Glyphs down this way. Make sure you explore the train station
booths in order to gain more key information.
Once all the glyphs on the near side of the station have been
explored, head to the far end. Near the stairs is a Bystander
perched on a Glyph. From time to time, these Bystanders will give
you advice on what needs to be done to complete the job. Once you
have finished this mission, another Glyph on the stairs will glow
green. All you have to do to turn it is to trigger all of the Blue
Glyphs. There is one on either side of the stairs on this end, and
a powerful Shotgun as well. On the opposite side of the stairs is a
Health Glyph. Once you have tripped all of the Glyphs, go to the
Green Glyph on the stairs and press the action button. Save your
game and move on!
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Walkthrough: Streets You begin the next level in the middle of a
city street. The zombie contingent has grown considerably, and
you’ll need some skills in order to kill ‘em all. From the starting
point, head down (towards the camera) and collect a Shotgun from
the street. There is an Innocent crouching near the speed limit
sign. Release her! There are four remaining...
Head away from the camera up the street. In the corner with a
corpse skewered on a lamppost is a Machine Gun. There is a Health
Glyph nearby as well. You’ll be mobbed by zombies, but just back
down the empty street and deal with them methodically. As you draw
near the store window full of zombies, you’ll meet another
Innocent. She will berate you and run off. Nice girl. Continue down
the street. On the opposite side of the street from the movie
theater is a Shotgun. There’s one near this marquee as well.
Past the theater is a four-way intersection. At the fiery end to
the right is a Machine Gun. If you continue forward and move toward
the burning truck, you’ll find a Shotgun in the corner. On the
other side of the street, near the semi is the third Innocent. Move
back to the four-way intersection and explore the area behind the
service station to find another Innocent. There’s also a Machine
Gun in the dumpster here. As you come around the front of the
station, it’s fun to back up and target the gas tanks, taking some
of the zombies down in the process.
Continue down this street, and scope the left side of the block
for a Blue Glyph. It will tell you to search the nooks and crannies
of the level. Take a look down the alley nearby, smoking spiders
and collecting guns (there are two Shotguns here). There is a
Health Glyph and an Innocent back here. Across the street from the
alley are a Bystander and a Machine Gun. The Bystander tells you
she saw a little girl go past the Prison.
Use the stairs next to the row of wrecked cars to get to the
next area. This leads to another four-way intersection. You’ll find
a Shotgun on the left side and a Machine Gun on the right. Down the
left street is a Shotgun and a Health Glyph. At the mouth of the
fenced-in area are a pair of gargoyles which will come to life when
you pass them. Use your close combat weapon to take them down, as
they don’t take much damage from bullets. From the opening, head
all the way down to the left and free the Innocent there. There’s a
Glyph here to replenish edge power as well. There’s an Innocent at
the other end of the path as well, and you’ll find a Health Glyph
and Shotgun here, too. There are plenty of gargoyles her, but you
can simply run by them.
When you’ve saved these innocents, head out of the fenced-in
area and go down the street to the right. Just past the row of cars
that partially block the road, you’ll discover a save Glyph. Use
it.
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Walkthrough: PlaygroundYou’ll find yourself in front of a school
on another haunted strip of street. There is a Machine Gun to your
right and zombies all around. Clean them off the street, then head
inside the fenced area near the school. You’ll be plagued by
gargoyles and earth-sprouting undead as you move inside the
enclosure. Thin their numbers, then move to the fiery bus and
collect the Shotgun near it. After enduring a couple waves of
zombies and gargoyles, move into the schoolyard and past the
stairs. There’s another Shotgun here. Go grab it and clear out any
enemies, then head back toward the street. A cutscene will occur,
introducing you to the boss.
BossBefore you can really take on the ugly beast, you’ll have to
hose down the rest of the crowd. A ton of zombies appear when the
monster shows up, and you should cut them down before tackling Mr.
Big Stuff. Just back up down the street and use your ranged weapon
with infinite ammo to waste these fools. Then concentrate on the
big, bad monster.
He’ll try to get close to you and thwomp with his huge, meaty
arms. If you are anywhere nearby when he thumps the earth, you will
be knocked down and damaged by the shock wave. To avoid it, run in
the opposite direction or jump in the air as the wave nears you.
The other tactic this meaty sweetie will employ is to drop
explosive spiders from the underside of his body. Just keep backing
up and firing on them. You’ve met these guys before, and if they
get too close, they’ll set you on fire.
The monster is not too difficult to beat... he just takes a lot
of ammo. The best thing to do is to lure him out into the street
where there’s plenty of space to move around. Then just keep
backing up and firing. He’s not fast enough to keep up with you, so
you can
pretty much just back up in a circle and fire on him the whole
time. Use the Machine Gun and Shotgun to blaze through his health,
then finish him off slowly with your ranged weapon. When you defeat
him, you’ll get a bonus continue and a new Edge. Sit back and watch
the cinema that unfolds... it will clue you in on the twisted story
behind the carnage that’s descended on the city. Once it concludes,
heal at the Health Glyph, then head to the far end of the
schoolyard and go through the gate. Save at the Green Glyph.
Walkthrough: Graveyard Throughout this level, you’ll be dogged
by a little girl (Kaylie) holding a teddy bear. In addition to
fighting through the level, you’ll need to keep her safe
throughout. Watch her health bar... it’s as important as yours. And
watch that she doesn’t get too far away from you. She can and will
die if you neglect her, and that will result in an early end to the
level.
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The main idea here is to stick to the main cobblestone paths and
blast anything that gets in your way. Catacombs line both sides of
the path, and some of them contain blue wraiths. These are best
dealt with by chopping them down with your close weapon; bullets do
nothing against them. The other enemies you’ve already dealt with:
zombies and gargoyles.
In the first row of catacombs, there is an Innocent crouched
near the last tomb on the right row. In the tomb across from her is
a wraith. Cut it down, then move inside to grab a Shotgun. At the
end of the path is a circular slab of concrete. At its center is a
Health Glyph.
Make your way toward the rickety bridge that leads across this
foggy area. Midway over, you’ll discover a Chainsaw. Although it
might seem like a cool weapon, it’s not all that useful against the
swarming masses. Grab it and head to the right side of the bridge.
There is a lone tomb here. Blast it open and take down the zombie
who emerges. He’ll drop a Key. Once you have it, head back to the
bridge. There’s an Edge Glyph here. Use it, then head to the Glyph
near the fence. Use A to open the door nearby and move to the next
area.
Move up the path, wasting zombies all the way. In the far left
corner (off the path) you’ll find a Shotgun. Nearby is a single
tomb. Defeat the wraith that appears, then grab the Machine Gun
inside. Head back up to the path and use the Health Glyph at the
bend if you need to.
The path will move down some stairs and you’ll be in the midst
of several tombs. Search them all for weapons, etc. There is an
Innocent crouching near the bunch of crypts to the right of the
path. Kitty-corner to this is a Shotgun rotating slowly in a tomb.
At the end of this curving row of crypts is another Shotgun and
behind this row is a Health Glyph. Drop the zombies that collect
here to get a new Key. Across the path near the next set of stairs
is another crypt. In front of it is an Edge Glyph and behind is
another Innocent.
Move up the stairs and toward the far left corner. Search behind
the lone crypt here to find a Chainsaw. Head back to the path and
toward the gate. On the left side of this fence is a Shotgun. Grab
it and head through the gate and down the stairs to a new area.
Take on the wraith and zombies on the right side of the path, and
one will drop the next Key. As the path continues to weave, you’ll
encounter another tomb. Search it for a Shotgun. Stick to the path,
defeating the zombies that approach from the graves on either side.
Near the next gate is a pair of gargoyles and a Health Glyph.
Defeat them with your close weapon (making sure Kaylie doesn’t get
in their path), then heal and step through the gate.
Move up the stairs and to the entrance of the church. You’ll run
into several more gargoyles. Don’t be bashful about using your
Edges to defeat them quickly. When you have, head around the
church. You’ll have to slice through a ton of zombies, but keep
using Edges. There is an Edge Glyph in the corner of the cemetery
and a Health Glyph behind the church. Slay the zombies back here to
procure the final Key. Make sure you heal fully and replenish your
Edges, then head to the front of the church and activate the Green
Glyph.
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Walkthrough: Church Boss: Teddy BearHow cool is this game? When
have you ever had to fight a gigantic mutant teddy bear before? The
answer is never. The teddy bear is one mean son-of-a-gun. He
slaughters Kaylie’s parents and will stop at nothing to kill you
and the girl as well.
Like the previous boss, you want to avoid getting too close to
the bear. It’s got wicked claws that will slice you real good if
you get too close. In addition, it has the same sort of shock wave
attack. This will knock you off of your feet. Again, jumping is the
best way to avoid this. Teddy will also barf foam at you, which may
not seem too bad, except this is some toxic foam.
The general idea is the same as the last boss fight. Take out
the majority of its health with the Machine Gun and Shotgun as you
move around the perimeter of the church. The bear is faster than
the previous boss, so you’ll have to stay on your toes. The aisles
are pretty narrow here, and you don’t want to get boxed in.
Luckily, the pews can all be destroyed. Once they are, you’ll be
able to easily wander over the rubble. If you need to, use the
Health Glyph in the corner to replenish yourself. There’s a Edge
Glyph near the altar, too. Watch out for the extra wraiths that
show up to make your life difficult as well.
When the fight concludes, you earn an Edge upgrade and get
another visit from your creepy friend/enemy. It’s time to head to
the sewer. Stand on the Green Glyph and do just that.
Walkthrough: Catacomb The Catacombs require very little fighting
if you don’t feel like it. You can simply run through most of this
level, dodging enemies. In addition to your old buddies the
zombies, there are partially-skinned rats who spit toxic fumes at
you. The best bet here is your ranged weapon, because it keeps you
away from their bad breath.
Midway down the tunnel, there is a room off to the right. There
are more baddies down there. Slice through them and enter the room
in the rear. There are two vampire chicks toting machine guns here.
They are deadly at hand-to-hand combat as well, so make quick work
of them with some kind of Edge. Rescue the two Innocents here and
use the Health Glyph to juice up. Go back to the main path.
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Just past this room is a buckled section of path. Hop over and
forge ahead. You can fight if you want to, or you can just run past
everything. There are plenty of wraiths, zombies and rats to keep
you busy. If you can afford to it’s best to fight, simply because
you’ll gain more experience.
You’ll eventually come to a circular room with more acrobatic
female vampires in it. Grab the Machine Gun in this room and use it
on them. From here, you can just run by everything if you don’t
feel like fighting. Step on the Green Glyph at the end and
save...
Walkthrough: Sewers 1When you first arrive in the sewer, read
the Blue Glyph to your right. It will tell you that there’s a
switch to open the door at your back. Head over to the Bystander to
learn that the entrance to the prison is guarded by lost souls. You
have to set their spirits free as you work through the level.
Head forward down the path. When you come to a fence, stand up
here and blast the zombies below. Then press A to move through.
Just up the stairs to the left is an Innocent. Free him, then climb
another set of stairs. There’s a spirit (which looks like a
collapsed skeleton) in the corner by some pipes. Walk up to it and
press A to lay it to rest. Move all the way around this upper
walkway until you see a switch in the corner. Trip it to raise the
sewer crate, opening the passage near the starting point.
Head back to the Bystander and move past him into the newly
available tunnel. There will be plenty of zombies to waste in this
watery corridor. Midway down the hall, you’ll see a spirit on the
left side. Free him.
The passage will dump out into a larger pool with stairs to the
right and an open pipe to the right. Before heading into either,
free the spirit in the far left corner. Then head into the pipe and
wax the alligator there to get to another spirit. There is a
Machine Gun here, too, so snag that. Then traipse across the water
to the stairs. Run through this sealed hallway to another door and
exit.
When you arrive in the next room, you’ll see another spirit on
the far wall. Stay on the perimeter and free it. You don’t want to
drop into the water below. If you do fall in the drink, there’s a
staircase out of it. Be wary of the alligators and the zombies
toting guns. Just get to the Green Glyph on the other side of the
room (and be sure to grab the Shotgun en route).
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Walkthrough: Sewers 2 From your starting position on high, it’s
easy to pick off baddies below. There really isn’t a compelling
reason to leave the safety of the walkway, so don’t. Make your way
to the door on the far end of the room. Set the spirit in the
corner free, then jump over and get the Shotgun on the platform
nearby (if you need it). Otherwise, just go through the door.
You’re in an enormous room with several walkways. Move down the
stairs and cut left. There’s a spirit along this wall. Then cut
across the water toward the sewer drains. There is a spirit on the
walkway to the right of the drains. Make sure you free the Innocent
that’s hiding under the waterfalls, then make your way to the
stairs in the opposite corner of the room. There is a Machine Gun
here. Once you’ve got it, head across to the other side of this
raised area to find a Health Glyph. Then head through the door
nearby.
In the next segment of path, there is a spirit on the left side
of the tunnel, just past a water pipe. Set it free, then slosh
across the path to a large pipe. An Innocent is here, crouched down
near the iron bars. Once its free, head back to the tunnel and push
forward. You’ll come to a dry section of tunnel with a huge, barred
pipe. Below it to the left is a spirit. On the other side of the
path is an enormous pipe. Grab the Shotgun nearby and get moving
down that big tunnel.
Here, you’ll encounter a zombie carrying a Flame-thrower and
several of his kin. Mow them down with a Machine Gun (watch the
flamer-thrower go boom) and continue down the road. This tunnel
dead ends. Near the cul de sac is another spirit. Set it free, then
use the Edge Glyph and backtrack to the mesh door on the right side
of the tunnel.
Once through, head forward until you find a tunnel branching to
the right. Down this dead end is another spirit and a Machine Gun.
Do your business and head back to the main path. As you head
forward, you’ll encounter a pair of Shotgun-toting zombies guarding
an Innocent. Get in between them and use a devastating Edge to drop
them both. Then free the Innocent and head to the left side of the
tunnel. There’s a spirit there, and one more spirit on the other
side of the path. Head forward down the path, staying to the right
of the fenced-in tunnel. Get on top of the curved concrete
half-pipe here to find a few gun-carrying zombies. Waste them, then
set the spirit in the corner free. Use the Health Glyph if you need
it, then head through the door on the right side of the area.
In this room are two Shotguns, a Machine Gun, an Innocent and a
pair of zombies. Run through and grab the stuff, and don’t worry
about the zombies. Exit and head back to the fenced-in tunnel. Move
all the way down
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the tunnel, up the stairs and into a hall of pipes. There are
several zombies hiding in here, and they’re packing serious
firepower: Flame-throwers, Shotguns and the like. If you don’t want
to mess with them, don’t bother. Just run to the end, grab the
Chainsaw, set the final spirit free and zap out of there with the
Green Glyph.
Walkthrough: Front Yard The site of the rave that caused this
mess, the Front Yard is a hairy place indeed. There is a Shotgun
directly behind the starting point, so grab it if you need it. A
new enemy is at play in this wide-open level: the Doberman. These
possessed pooches will stop at nothing to get a bite of your
larynx. Use ranged weapons to make them whimper... you don’t want
to get too close to these rabid beasts.
Make your way across the yard toward the bus. As zombies
congregate near it, toss a couple of rounds at it. The bus will
explode, taking the undead with it. Then move to the right corner,
where you’ll find a Health Glyph and several dangerous Shotgun
zombies. Take them down with an Edge and collect the Key that one
of them drops.
Once you have the Key, head through the doors to the left of the
bus. Go through and blast the zombies in this narrow corridor. On
the left end, you’ll find a Shotgun. On the right end, you’ll find
the exit to the next area. Here you’ll encounter a slew of faster,
squirrelly girl zombies. Make your way over to the far left corner
to grab a Machine
Gun. Use it immediately on the crowd. Then head over to the
stage to the right.
Run up on stage and free the two Innocents here. Then turn your
weapon on the crowd of zombies that appear on the stage. If you
still have Machine Gun ammo, that will work best. There are a lot
of Shotgun zombies up there, and it’s key to nail them from long
range. Keep falling back and firing on the group. If you get dinged
up, run back to the previous area and use the Health Glyph there.
There’s another one on the stage, but it’s hard to get to when the
zombies are crawling all over it.
Another benefit to dropping back is that you can lure all of the
enemies to the fence and kill them through it. Use the
Flame-thrower or Shotgun to make quick work of them. When you drop
the last vampire chick, she’ll let go of a key. Pick it up to
activate the Green Glyph to the right of the stage. Refill your
health and Edges on the stage, pick up the Machine Gun and get to
the Glyph!
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Walkthrough: Meal Hall 1 The Meal Hall plays out a lot like the
Yard did. There are tons of zombies here, and most of them are
packing heat. Use your Edges in a crowd, otherwise stick to weapons
like the Machine Gun to hose down the crowds quickly. Make your way
to the far left corner to get extry weapons, then head over to the
walkway on the divider wall. On this catwalk is a Shotgun and
Health Glyph, but you’ll have to fight through a couple of nasty
zombies to get to it. Once atop this perch, use the height to your
advantage. Pick off everyone from the walkway and the stairs.
When everyone has been cleared out of this side of the room, hop
over the divider to the right. More of the same awaits you there.
Step through the fence and take on the plentitude of attackers.
When you’ve thinned the herd, move to the far right side of the
room and rescue the Innocent. There’s a Health Glyph over here, so
use it if you’re damaged. Then head through the single door on the
left side of this room.
There is a veritable swarm of monsters in this room, so Edge use
is a must. You’ll also want to haul out a Machine Gun to mow down
the forces of evil quickly. There is an Innocent to save, and a
Shotgun as well. Make sure you drop every last baddie. A zombie
will eventually drop a Key. Grab it and head out of the room, then
exit through the double doors, using the Key you just grabbed.
The next room is a meat locker, and it’s stocked full of meat
creatures who spit projectiles at you. They’ll try to stun you with
toxic breath, and swing their chains at you as well, so the best
idea is to circle strafe, herd them in the center of the room, and
drop them that way. It’s also not a bad idea to use the hanging
slabs of meat as shields. Use your Shotgun or Machine Gun to rip
through the monsters efficiently. If you need more ammo, there’s
some for the Shotgun in the right corner. If you run low on health,
run back to the previous room and re-up your life. There’s an Edge
Glyph in the meat locker if you need that, too. The final baddie
will drop a key, so scarf it up, because it will allow you to light
the Green Glyph in the next room.
There’s another lumbering monster in here right as you enter.
Again, the Machine Gun is your best weapon here. Plow through
everything on the upper tier, then go after the pair of Machine
Guns here. In the lower portion of the room, you’ll find an
Innocent against the right half-wall, and the Green Glyph under an
arched doorway. Save here and get out of Dodge.
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Walkthrough: Main Yard 1 You begin near the entrance to
Degenhardt’s living quarters. When the level begins, get up on the
bleachers and use the height advantage to waste the Shotgun zombies
and dogs. Move forward to the Health Glyph, which near a brick wall
on the left. Then continue the killing spree to get a Key. Once you
have it, go through the door in the fence.
Just past it is a Bystander. He’ll tell you that one of his
friends has been taken hostage near the basketball courts. Go grab
the Machine Gun along the right wall, then use it on the zombies
congregated in the hollowed out weight-lifting area. There is a
Health Glyph here, too. You’ll have to drop all these zombies to
get a Key. Once you do, open the door in the fence to the left.
Once through, you’ll be confronted by a pair of Flame-thrower
wielding flesh-eaters. Waste them, then go up the steps and collect
the Machine Gun. There’s a Health Glyph on the right side of the
path, and more zombies. Another Flamer-thrower baddie holds the
next Key. Get it and move up the path. Waste the gargoyles that
collect, then head through the fence on the left side of the path.
You’re on the basketball court. If you don’t want to mess around
with a ton of enemies, just head to the right corner and rescue the
Innocent, then exit. Make sure you grab the Machine Gun on the
court before you do. Once you get back outside the fence, step on
the Green Glyph and transport to the next area.
Walkthrough: Mansion Entrance 1 You’re at the entrance to a
mansion... Degenhardt’s mansion. Before you do anything, head to
the left across the path and search through the tress to find a
niche containing a Strength Glyph. It will permanently increase
your stats. Head back to the path and continue towards the house,
dodging the strange black tentacle that pokes out of the lawn.
You’ll have to fend off plenty of dogs and zombies, but you’re used
to that by now. Grab
the Machine Gun in the middle of the path.
Make sure you explore the area to the right of the path as well.
Past the small stream is a nook with a hiding Innocent. If you
stick to the right wall and search further up (toward the house),
you’ll find another Machine Gun and an Innocent. Once you free her,
head past the fountain to the left to find a Health Glyph (and more
tentacles) in the path. Go read the creepy information that the
Blue Glyph has to offer and a vampire will appear. Waster her with
the Machine Gun, and she’ll drop a Key. Grab it, heal again and go
to the Green Glyph at the steps of the estate.
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Walkthrough: Mansion 1 You’re in the foyer of a large mansion.
Unfortunately, more zombies are here with you. Kill them all and
avoid the tentacle. There is an Innocent crouching near it, and an
Edge Glyph behind the rhino statue. Head upstairs.
This is a long hall with several locked doors. The only one that
is unlocked at first is the one right next to the stairs. Inside,
you’ll find all kinds of nastiness. Slay what you need to in order
to get a key, then grab the Machine Gun and get out of there. You
can get more weapons from the zombies in the hall. Head back past
the stairs and enter the last door on the right.
This room has a Health Glyph and a Machine Gun. It’s guarded by
vampire chicks, which will be easily dropped with your new
pump-action Shotgun. Make sure you heal before leaving, and free
the Innocent crouching near the bureau. Then head back out into the
hall. Go back to the opposite end of the hall and clear out the
crowd in the room on the left side. Free the Innocent behind the
chaise lounge and kill whomever you must in order to get a key.
Leave the room and go back down the hall to the door at the far
end. Hose down the vampires here to get the final key. Make sure
you heal at the Health Glyph and grab the Machine Gun here. Read
the Blue Glyph, then go back to the corridor. Move to the double
doors midway down the hall and prepare for a boss battle.
Boss: DegenhardtRemember those tentacles in the yard? It appears
that Degenhardt is cut from the same cloth. He’s got similar
attacks to the other bosses you’ve faced, but his are even
deadlier. First, he’ll try to swipe at you with his tentacles. This
can be avoided just by being nimble. Second, he’ll make a shock
wave of death blossom at his feet. If you get hit by it, you’ll
lose a good chunk of life, so make sure you jump! He’ll also make
other tentacles pop out of the floor.
To beat this guy, don’t fight from a distance. Edge up your
close weapon and get in this guy’s face. The further you get from
him, the more he’ll hurt you. Just belly up and start swinging. If
you get injured, there’s a Health Glyph on the right side of the
room. Also nearby is another Innocent. Make sure you release her
sometime during the course of the fight. When you hack the dude to
bits, you’ll get a Bonus and your Edge will improve. Go downstairs
and refill your Edge, then move to the Green Glyph and save.
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Walkthrough: Mansion Entrance 2 - Cell Block 1 Mansion Entrance
2You’re back in the entrance area to the mansion. If you don’t want
to waste your energy, just cruise to the other side of the area and
light up the Green Glyph. There are only a few Machine Guns
scattered around the area, anyway.
Main Yard 2It’s time to leave the way you came. As you exit the
mansion area, there will be a few zombies with fire. Slay them and
pick up their Flame Throwers. Then move forward and keep killing
zombies until a Key is dropped. Once you get one, head back to the
Green Glyph and exit.
Cell Block 1Inside, you’ll find yourself behind a long row of
telephones. The goal of the following few areas is to release
Innocents. Jump over the phone partition and start killing anything
that shows up. The zombies will eventually drop a Key, which can be
used on the right wall door.
Once through, head up the stairs and into the cell blocks. Here,
you’ll have to contend with a lot of hanged wraiths. Your close
range weapon works best on them. To begin, trip the green switch
right next to the entrance. Then, open the first cell in the row.
Make sure you have killed all of its contents before opening the
next door. Once you have, head inside and free the first Innocent.
In the second cell, you’ll find an Edge Glyph. In the third is a
Machine Gun, which will come in handy dealing with the zombies in
the corridor.
The fourth cell contains another Innocent. The fifth is empty.
The sixth holds another Innocent. The seventh is also empty. Clean
out the rest of the zombies in the path, then go into cell eight to
releas
e an Innocent and gain a Machine Gun. The ninth cell contains a
Shotgun. The tenth is empty, aside from noosies. The eleventh cell
is stocked full of zombies and also contains a Health Glyph. The
twelfth is empty, and the thirteenth has another Innocent. Clear
out the Shotgun zombies at the end of the path before entering the
fourteenth cell. It contains an Edge Glyph. There is a Shotgun in
area in front of the cell. Once all the cells are open, explore the
metal floor area in the foreground to find another Shotgun. There
is a door on the right wall past the cell block. Inside this room
is a Health Glyph and the final Innocent. Go to the Green Glyph to
end this area.
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Walkthrough: Cell Block 2 When you arrive, you’ll be faced with
three Flame-thrower zombies. Wax them and hack through the rest of
the horde to get to the door. Battle down the long corridor that
follows. Midway down it is a Machine Gun and an Edge Glyph. Further
down is a Rocket Launcher. Resist all urges to fire this yet.
You’ll need it later. Endure several rounds of enemies, and a
Flamethrower zombie will show up. Cut him down, collect his key and
leave through the nearby door. There is a horde of baddies waiting
on the other side, including one monster like the first boss.
Luckily, there’s also a Machine Gun and Health Glyph here. Use the
Rocket Launcher to tender the beast up, then smoke him with the
Machine Gun. Remember to jump to avoid his shock wave attack and
circle strafe the rest of the time. When he falls, the Green Glyph
will light up. Save.
Walkthrough: Hospital Roof This is one of the longer and more
tedious levels in the game. The general idea is to kill everything,
get a key, then move to the next section of rooftop. On this first
section of roof, you’ll meet zombies, gargoyles and vampires.
Luckily, there’s a Health Glyph that’s visible when you arrive. The
vampire chicks will drop Machine Guns, which will help you take on
the throng. It will also help to get up on one of the roof vents,
to shoot from a position of safety. Use your ranged weapon to
preserve ammo.
Clean out the first segment of roof, then head to the right and
free the Innocent on the bridge. Further down the path, you’ll meet
a bystander, who tells you that some women with guns herded people
over to the infirmary roof. Looks like you’ve got more Innocents to
save! Fight your way across the bridge until you reach the next
section of roof. When you get across, the path splits to the left
and right. Head left first.
You’ll find a Machine Gun on the right side of the roof. Make
sure you watch out for vampires. They’ll drop in at any moment and
cut you down before you have a chance to react. Be sure to pick up
their Machine Guns when they die. Also, grab Shotguns from fallen
zombies who wielded them. There is an Innocent on the left side of
the roof, and one crouched behind the raised skylight. Also back
there is a Health Glyph, which you’ll need. The skylight is a good
place to camp out and rain fire on those below.
Once you’ve effectively cleaned out this portion of rooftop,
head back past the bridge to the right segment of roof. As you get
over to the other side, you’ll notice a booth with a save point at
its base, but it’s not lit up yet. The door to the right is locked,
and the door to the left is unlocked, but we’ll come back for that.
Keep heading down the path until you reach another Innocent. On the
right lobe of this rooftop is a Machine Gun. On the left lobe is an
Edge Glyph.
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Once you clear this area, head back to the unlocked door
(there’s a Machine Gun nearby if you haven’t grabbed it) and move
to the next section of roof. You’ll find a Rocket Launcher on the
right side, and two more Innocents. There’s a Shotgun here as well,
and many of the zombies will drop more ammo, so be on the lookout
for that. Eventually, you’ll kill everything and a zombie will show
up with a Flame-thrower (it may take some time). Whack him to get a
Key. Then take it over to the locked door and go through. It’ll
tell you that the hostages are just ahead.
Don’t worry about killing anything. Just charge toward the
circle of hostages and touch them to release them. Several vampires
will drop from the sky and start shooting up the Innocents. If you
are able to release four, the Objective will be complete. You’ll
still have to smoke the vampire chicks, but your mission is almost
near an end. Collect the Machine Gun ammo on the roof, then head
back through the fence and to the Green Glyph.
Walkthrough: Hospital 1 There are some crazy big-armed mutants
roaming around down here, and they shoot energy blasts from their
palms. Search the caged area for a Shotgun and Health Glyph, then
go through the door next to the stairs you just came from. This
leads to a long room full of beds. At the end of the room on the
right is an Innocent, and on the other side of the room is a
Shotgun, Health Glyph (behind a partition) and a second Innocent.
Clear the room, then head back to the area where you entered the
level.
Follow the wall right to another door and enter. It’s another
long hall of beds. There are tons of explosive spiders here. Peg
them off from a distance, then collect the Shotgun from the right
side of the room. At the end of this hall is another boss-type
creature. It’s hard to fight in such close quarters, so use your
heaviest ammo (don’t overuse the Rocket Launcher) and Edges to end
the fight quickly. If you need to replenish your power, there’s an
Edge Glyph around the corner to the left. Once you’ve beaten it,
grab the Key it drops and move to the room beyond. There’s an
Innocent in the right corner to save and a Shotgun as well. Return
to the main room.
Next to the (now glowing) Green Glyph is another door. Head
through and fend off the mutants. There is a pair on Innocents at
the back of the room, along with an Edge Glyph. Replenish, then get
out, saving at the Green Glyph.
Walkthrough: Hospital 2 This seems like a repeat of the last
area, except this time, more things are on fire. There are also a
lot more enemies in the main room. To make matters worse, you have
only six minutes until the building collapses on top of you. In the
main room, you can again find a Health Glyph in the caged area.
Don’t worry about taking on enemies; just blast the ones that get
in the way. In some of the side halls, you’ll encounter some of
those loping boss creature. Don’t waste your ammo on it... just
hightail out of there.
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Head through the door to the right of the stairs and book down
the long hall of beds. On the left side of the room, you can find
the first of five Innocents, a Health Glyph, and a Shotgun. Head
back to the main room. Go inside the caged area, release the
Innocent there, and grab the Shotgun. Use the Health Glyph here if
you need to.
Move to the next hall of beds and grab the Machine Gun. Don’t
bother fighting. Just forge ahead, round the corner and keep going.
There is an Edge Glyph behind the partition at the bend. Keep
moving to the large room at the end of this hall. There’s a Machine
Gun in the corner and an Innocent crouching on the right side of
the room.
Head back to the main hall and go through the next available
door (past the unused double doors where the Green Glyph was last
level). There’s a Machine Gun and an Innocent at the back of this
hall. Return to the main room. Head to the double doors to the left
of the stairs (past the raging fire). There’s a Shotgun on the left
side of the room and an Innocent crouching behind the fire. Once
you set her free, move back to the door, but don’t go through.
Instead, head through the open doorway. Grab the Machine Gun, then
go up the short staircase to the Green Glyph.
Walkthrough: Morgue When you arrive in the morgue, move to the
door on the left side of the hall. You’ll find yourself in a hall
of lockers. Search the area between the lockers to find weapons.
Midway up the path is a Health Glyph. To the right of it is an
Innocent. Kill everything in this hall and a Key will be dropped.
Use it on the door at the far end.
You’ll find yourself in a circular room with Glyphs at either
side. Again, you’ll have to kill everything to get a Key. You can
be a little more careless in here, since there are Glyphs to heal
and replenish. Once you get the Key, head through the double doors.
Pick up the Shotgun directly ahead, then trek down the long, marble
corridor. Midway down it is a Health Glyph. At the bend is a Flame
Thrower. When you round the corner, look for an Innocent on the
left side of the path as well. Moving forward, you’ll find
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a Shotgun and Chainsaw. Eventually, you’ll come to a red,
circular chamber with a Machine Gun and Health Glyph. Here, you’ll
run into a disgusting sort of fellow with a face for an arm. Boss
fight time!
Boss: HadrianHadrian is a tough customer, mainly because of that
wicked arm. He’ll shoot green bolts of energy at you throughout the
fight, which you’ll have to dodge. If you don’t, you’ll be
poisoned. It’s easy to stay at long range and pepper Hadrian with
bullet spray while avoiding his blasts. What’s tough is that
several big boss monster will show up in the midst of the fight.
This means you’ll have to strafe around them and focus on dodging
Hadrian’s green energy.
The weapon for this fight is the powerful Shotgun. Don’t use the
Rocket Launcher much. You’ll want to save that ammo for later on.
The Machine Gun works well, too, as do any Edges you can spare. If
you get dinged up during the fight, there’s a Health Glyph nearby.
Just make sure you can get over there without going through a boss
monster. When Hadrian falls, head through the door behind him and
exit via the Green Glyph.
Walkthrough: Sewers 3 When the level begins, you’ll be swarmed
by mutants. Forge ahead and get to the Health Glyph on the other
side of the watery room. There is a Bystander on the right side of
the room. The corpses that you saw last level are behind the gates
near her. You’ll need to trip a switch to open it.
Head across the room and trip the switch, which will lift the
gate nearby. Go through to the watery alley and release the
Innocent at the end. There is a Machine Gun here, too. Grab it and
head through the chain-link door to the right. From this point, the
trail leads right or left. Go left right first and grab the Machine
Gun. Then head back the other direction, grabbing the Shotgun in
the watery chamber that follows. In this room, there is a fenced-in
area to the right and an iron door to the left. Go through the iron
door to find an Edge Glyph and a switch. Press it to raise another
sewer grate.
Exit the room and head through the door in the fence. Slush
forward to another iron door up a small staircase (next to the
stairs you’ll find a Shotgun). In this room, you’ll find two
Innocents and an Accuracy Glyph. Leave this room and head over to
the next tunnel over. There’s an Innocent crouching in a large pipe
here. Set her free and continue forward until you see the unlit
Green Glyph. There’s a Shotgun here.
Go all the way back to the room with the Bystander. Now that the
gate is lifted, you’ll be able to get inside. Go set the Innocent
here free. Step on the Glyph on the floor and press A to burn the
corpses. Now cruise all the way back to the Green Glyph and
save.
Walkthrough: Machine Shop When the level begins, head slightly
to the right to free the Innocent. There is an Edge Glyph here as
well. Kill things until you get a Key, then go through the door in
the back left corner of the room. Once through,
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you’ll be met by several Flame-thrower zombies. Use Edges on
them to drop them quickly, then stand back! Move down into the
machine shop. On the right side of the room is a Shotgun. In the
back left corner is a Health Glyph. Behind the cage there is a
Rocket Launcher as well.
Once you got it, go through the blown-out wall to the right. Go
through the door to find a group of mechanized beasts, and a
Machine Gun (in the cage in front of this door). These guys spit
fire, so watch out. Go after them with your close range weapon, and
dodge the buzz-saws they toss at you. Just approach from the back
and hack until they drop. When all four fall, the Green Glyph near
the far door will light up.
Walkthrough: Death Row You’re on Death Row. So create some
death. Head through the iron gates and kill everything that shows
up. Remember that the close weapon works best on the noosies.
You’ll eventually earn a Key. Go through the gate at the far end of
the block. Go inside and use the Edge Glyph, then read the message
on Hunter.net. Head through the wooden doors and take on the
vampires here. There’s a Flame-thrower here to the right. Read the
Blue Glyph on the wall. It will tell you to search the bookshelves.
Find the displaced shelf and press A to push it through. Go inside
the room, grab the Rocket Launcher and take on the vampires here.
One will drop a Key. Take it and move through the green door. In
the next room, you’ll meet up with Carpenter again.
Boss: CarpenterCarpenter’s been playing you for a pawn all
along, but when he finds out that you killed Hadrian, he’s the one
who goes off the deep end. The only way to get him to see things
your way is to kill him. He gets power from his electric chair, so
get out your Rocket Launcher and take that down first. Make sure he
doesn’t step too close and explode your rocket, or it’ll be raining
Hunter parts.
Carpenter is squirrelly fast, and he’ll cut you good if he gets
in close. Exhaust your supply of special weapons (the Flame-thrower
does well), then turn to your Edges. Always stay on the move, and
use your close weapon (Edged-up) whenever possible.
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Remember that there’s a Health Glyph on the left of the room.
When Carpenter finally falls, you’ll see someone run by. The green
door on the right side of the room will be unlocked... go through
it. There’s a Machine Gun behind a cage in the ensuing room. Once
you’ve got it head through the next gate and kill everything in the
hallway until you get a Key.
Head through the far gate and take down the vampires. Then move
through the right of two doors. Inside is an Innocent, a Rocket
Launcher and a Flame Thrower. Scarf them up and go back through the
door that leads to a new area.
Boss Battle: ArkadyWhen you enter this chamber, you’ll see
Arkady hooked up to an electric chair. He’ll spit some babble, then
change into a giant wolf and start pouncing around the room.
Periodically, the evil contained within will shoot around the room,
attacking you.
Don’t get too close to this beast, as he is often circled by a
ring of souls. He’ll also slash at you and send a face of death
your way if you stand in the same place too long. Two words: Rocket
Launcher. Wait for Arkady to freak out, then launch a rocket at his
breadbasket. Make sure, as always, to shoot from a distance, or you
could end up catching a rocket to your own chops. If you get beat
up, there’s a Health Glyph and Edge Glyph here. When the fight
ends, you’ll discover who is really behind this whole mess.
Walkthrough: Main Yard 3 - Mansion 2 Main Yard 3There’s a new
enemy afoot: a blue, ethereal wolf. This glowing canine will spit
blue fumes at you and generally make your life miserable. Use your
close weapon to dispatch these wolves, then sneak through the
damaged fence. Once you get through, you’ll recognize the area.
It’s the main yard, and more specifically, the weight
area. You’ll notice bits of Health and Edge energy floating
around in the yard. Pick them up whenever you’re low. Grab the
Machine Guns scattered about, then move through the weight area.
Arkady will pop out again and start harassing you. Haul out a
Flame-thrower and drive him away. When he falls, two vampire chicks
will show up. If you don’t want to bother with them, step on the
Green Glyph and save.
Meal Hall 2You’re in a large, open warehouse and you’ll have to
drive Arkady away yet again. First you’ll need to fend off his
ethereal mutts. Grab the Shotgun and Chainsaw, then hop over the
embankment to get to
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the right half of the room. Go through the fence, then get on
the table and snag a Machine Gun. Head through the door in the left
corner of the room to get another Machine Gun. Then go back to the
previous room and go through the door to the right. You’re back in
the meat locker. Go through the grated doors and into the garage
area. Arkady will appear again, but a couple of Shotgun blasts
should send him packing. Get to the Green Glyph and save.
Main Yard 4Grab the Shotgun in the path and head to the rip in
the fence (near the bleachers) to find yourself on the basketball
court. Duel the blue dogs (a Shotgun works well) and get to the
door in the fence. Arkady will appear again. Two Shotgun blasts and
he’ll leave. Comb the area for more Shotgun ammo and get to the
Green Glyph in front of the large double doors.
Mansion Entrance 3This area is crawling with pooches. Use Edges
to fend them off, then cruise up the path, collecting a Rocket
Launcher, Shotgun and Edge and Health energy. Arkady will appear
another time in front of the mansion, but the Shotgun will sort
him. If you need more weapons, search the area left of the entrance
to find a Machine Gun.
Mansion 2Slay the dogs in the lobby, then replenish your Health
and Edges, grab the Machine Gun, and cruise up the stairs. Go into
the room where you first fought Degenhardt and Arkady will be
waiting. Use the Machine Gun to take him out of the picture, then
step on the Green Glyph and save before the vampire chicks tear you
up.
Walkthrough: Attic Boss: DegenhardtThis is it... the final
battle. Degenhardt is here and he’s pissed. He turns into a huge,
demonic beasty bent on your demise. Since Degenhardt is just a
big-ass vampire, he has several weaknesses. But the only one at
your disposal is sunlight. When the fight begins, run and pick up
the Machine Gun on the left side of the room. Use this or the
Rocket Launcher to light up the monster. Eventually, he’ll go
across the room and drink from his portal, gaining his life
back.
While he does that, run to the large, barred-up window. Use your
close range weapon to hack the boards down. When you aren’t doing
anymore damage, it means that the vampire is coming back.
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Note: To get more lives, free the three trapped souls near the
portal. To do so, just shoot each of the cages they’re trapped in.
They’re run off and you’ll be awarded with three more
continues.
He’ll split into several parts, and you’ll have to avoid attacks
from all of them, as well as the grabby tentacles. Focus your fire
on the one that turns yellow when you hit it. When it flees for its
power source again, get to the window and hack it up. Once you
break through, the fight will finish. Congratulations! For your
trouble, you’ve unlocked an even harder mode (Nightmare) and some
new costumes (Alternate Hunter Mode). Turn these new options on at
the Special Features screen.
SecretsGet the Good Ending To get the good ending, save at least
50 Innocents before returning to the train.
Unlock Alternate Hunter ModeTo unlock Alternate Hunter Mode,
complete the game once. Now each hunter will have a different
costume to select. Turn the Mode on at the Special Features
screen.
Unlock Nightmare ModeTo unlock Nightmare Mode, finish the game
once. Nightmare Mode will be available in the Special Features menu
when you begin again.
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