Hunter: The Reckoning Walkthrough :
This walkthrough for Hunter: The Reckoning [X-BOX] has been posted at 19 Jul 2010 by kolll and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up kolll and share this with your freinds. And most important we have 3 other walkthroughs for Hunter: The Reckoning, read them all!
|
kolll |
Walkthrough - FAQ/WalkthroughHunter: The Reckoning (for XBox)Hunter: The Reckoning Game By: Interplay Walkthrough By: Invader Hera Game for: XBox Table of Contents 1. Story 2. Controls 3. Hunters 4. Weapons 5. Glyphs 6. Edges 7. Walkthrough A. Subway Station B. Streets C. Playground D. Graveyard E. Church F. Catacomb G. Sewer 1 H. Sewer 2 I. Front Yard J. Meal Hall 1 K. Main Yard 1 L. Mansion Exterior 1 M. Mansion Interior 1 N. Mansion Exterior 2 O. Main Yard 2 P. Cell Block 1 Q. Cell Block 2 R. Hospital Roof S. Hospital 1 T. Hospital 2 U. Morgue V. Sewers 3 W. Machine Shop X. Death Row Y. Main Yard 3 Z. Meal Hall 2 AA. Main Yard 4 BB. Mansion Exterior 3 CC. Mansion Interior 2 DD. Attic 8. Copyright Stuff ---------------- 1. STORY ---------------- This is copied from the instruction manual, so I don’t take any credit for it. “For centuries, supernatural powers have reigned, warring among themselves, culling the human herds and lashing out from the shadows. The creatures of the night have held court since before the dawn of history. “Nothing lasts forever. “From the throng of Humanity, individuals emerge who know the truth. They know monsters exist. Enough is enough. The forces of darkness must pay their due. “You are the Reckoning.” “Ashcroft’s Evil Institution “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 forgotten, 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. And 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.” --------------------- 2. CONTROLS ---------------------- Left analog stick: move character Right analog stick: aim character A: action command (go through doors, activate glyphs, etc.), switch to chosen weapon (in upper left corner of screen), reload weapon B: scroll through your own weapons X: scroll through weapons you picked up Y: scroll through Edges L: jump R: melee attack, shoot weapon, or use Edge, switch to chosen weapon (in upper left corner of screen) Control pad: zoom in or out with camera Start: pause game ------------------- 3. HUNTERS -------------------- Avenger: Avenger is the strongest Hunter, but he is also slower. He fights with an axe and has a shotgun, too, though it is weaker than the kind that you find lying around. His Edges include Cleave, Smite, and Ward. Defender: Defender is fairly fast, and she can attack quickly with her katana. She has a pistol, too, and her useful Edges are Rejuvenate, Ward, and Demand. Judge: Judge has always been my favorite Hunter to fight with. He attacks well with his sword and crossbow. Also, his Edges are Word of Power, Burden, and Rejuvenate. Word of Power is very good, and Rejuvenate is very useful, too. Martyr: Martyr is fast, and she attacks quickly, too. She has two knives and two guns, and her Edges are Demand, Retribution, and Burden. Unfortunately, when she uses Edges, she loses a little bit of health, too. ------------------- 4. WEAPONS -------------------- Chainsaw: The chainsaw is just used as a melee weapon (and it’s not much better than your own melee weapon), but it won’t work when it runs out of gas. Flamethrower: The flamethrower works best if it hits enemies straight on, and if you are not standing too close to enemies when you use it. If done right, it can light them on fire or knock them down. Machine Gun: The machine gun doesn’t do as much damage as the shotgun, but it shoots much faster. Rocket Launcher: The rocket launcher can do a lot of damage, but it is very dangerous to you, too. If you shoot at something that is too close, you’ll get killed. Shotgun: The shotgun fires pretty slowly, but it can do a lot of damage to enemies. It will usually kill zombies with one shot. ------------------ 5. GLYPHS ----------------- Accuracy Glyph: This glyph will permanently increase the accuracy of one Hunter. Conviction Glyph: Conviction glyphs heal some of your conviction, but each one can only be used a few times. Exit Glyph: At the end of every level, you’ll find an exit glyph. It will be lit up after you finish all your objectives there. Then, you can use it to go to the next level. Health Glyph: Health glyphs heal some of your health, but each one can only be used a few times. Information Glyph: Press A at these blue glyphs for some information. Strength Glyph: This glyph will permanently increase the strength of one Hunter. --------------- 6. EDGES -------------- Burden: Burden freezes enemies near the Hunter. Cleave: This Edge only works on melee weapons, and it makes the weapon do more damage. Demand: Demand lets the Hunter move faster, attack faster, and do more damage. Rejuvenate: Rejuvenate heals some of your Hunter’s health, plus it heals some of the health of Hunters standing nearby. Retribution: While Retribution is in effect, any enemy that attacks the Hunter will be hurt. Unfortunately, the Hunter will still take damage, too. Smite: Smite damages all enemies within a certain range of the Hunter. Ward: Ward keeps enemies from getting near the Hunter, usually. When it is weaker, though, it doesn’t work well at all. It also hurts enemies that are in range, and when it is stronger, it can kill enemies when it touches them long enough. Word of Power: This Edge kills all normal enemies in front of the Hunter that are within a certain range. It, obviously, doesn’t kill bosses, but it does do a lot of damage to them. ------------------------------- 7. WALKTHROUGH ------------------------------ A. Subway Station Here you can just figure out how these buttons work. There are some zombies (also called Shamblers) here and some weapons lying around. Also, if you save the person being attacked, there will be a cut scene. (Apparently, you need to save 50 people to fix the subway. It’s very easy to do.) There are eight blue glyphs you need to press A at in order to finish this place (and get a bonus continue.) (The one the person is on doesn’t count. There’s also an orange one that restores some health and can be used a few times.) Press A at the green exit glyph when you’re done to finish the area. B. Streets You need to save five people. There are many zombies in this area (like everywhere else) and a Skitter at the beginning. They are dangerous; they are spiders that blow up when they hit you, so be careful. They can kill you quickly. (You can also blow up cars if you shoot them enough to hurt enemies. Don’t get near the car, though, or you’ll get hurt, too.) There’s an innocent right at the beginning, and not far past here is another one. There will be a cut scene at her. (There’s also an orange glyph nearby that recovers health.) Past here, you can go three ways. To the right are Skitters, straight ahead is an innocent, and to the left is an innocent and the path you need to take. Past here, you can go three directions again. To the left is your fifth innocent. (You’ll get a bonus continue now.) To the right is the end, but first go through the gate. There are Skitters, gargoyles, and zombies. To the left is an innocent and a glyph that recovers conviction, and to the right is another innocent and a glyph that recovers health. Now go to the exit glyph and end the area. C. Playground There are a lot of zombies here, some gargoyles, and a glyph that heals health. Kill all the enemies, and a big enemy will come. Many zombies and Skitters are here at first, so make sure you kill them to get them out of the way. The big enemy only does a few things. Mainly, it hits the ground, creating shockwaves you need to jump over. Other times, it may just try to hit you, and a few times, it makes more Skitters appear. Just keep attacking it (preferably with long range attacks) until you beat it. Then, you’ll get another Edge and a bonus continue and will watch a cut scene. Now Kaylie is with you. Go to the small playground and open the gate, then, go to the exit glyph. D. Graveyard You have to protect Kaylie (she has a health bar, so watch that it doesn’t go too low). This area has many zombies, some skeletons, and some ghosts. The skeletons take a few more hits than the zombies to kill, and the ghosts are tougher, too. They can shoot stuff that can take away your health and conviction, and they take a little longer to kill than the zombies, too. There are glyphs all over for healing health and conviction, and you have to find keys to get through the gates. Anyway, there’s an innocent at the beginning of this place. Go father, and you’ll find a gate. In the corner to the right, one of the zombies drops a key when you kill it. (Make sure you get the key, or else you’ll have to try to find it later.) Unlock the gate and go through. Past here are many of those small structures (I can’t remember what they’re called). At one of them is an innocent, and there’s also a zombie around here with another key. Past here is another innocent behind a structure. Unlock the next gate past here, and shortly past that is another zombie that drops a key. At the next gate, the gargoyles will come to life when you open it. Past here is the church, but you need a key to go through. Go around to the back (gargoyles are on the left side of the church), and kill the zombies back here for a key. Now return to the front of the church. At the exit glyph, the gargoyles in front of the church will come to life, but you don’t have to fight them. Just go to the glyph to end the area. E. Church After a cut scene, you’ll have to fight an annoying giant teddy bear. It can spit stuff from its mouth, jump (which creates a shockwave), or simply attack you. There are weapons and both a glyph for health and one for conviction if you need them. Just keep attacking the bear from afar until you kill it, and watch out for the two ghosts. (You’ll probably want to get them out of the way early on.) Once you win, your first Edge will improve, and you’ll get a bonus continue. After a cut scene, you can go to the exit glyph. F. Catacomb The catacomb has mainly zombies and rats, plus some skeletons and ghosts. There are also a few gargoyles and vampires, too. The rats are one of the new enemies, and all you need to know about them is to not get close, since they have a breath attack that makes you cough and unable to fight for a short time. You also have to find the two sisters that got taken down here, so fight off the enemies until you get to a fork in the path. Straight ahead is a short cut, but go right instead. Past the enemies is a door. Go through. There should be two vampires in here; if not, they’ll come later. At least one will have a machine gun, and both take many hits to kill. Luckily, a wooden weapon works well on them, so if you have it, Judge’s crossbow will kill them quite easily. Now you can save the two innocents here for a bonus continue. Also, there is a health glyph here and a wall you can break through. One wall has a square on it. The wall to its left has a hole near the top. Hit that wall until it breaks, then, continue through here. There are many enemies and a trail of health and conviction leading to a glyph. It will permanently increase the strength of one person. Now continue through here, past the gargoyles and other enemies, then, break the wall at the end. Here’s where you’d end up if you continued along the path straight ahead. Past here is a conviction glyph and past that is the exit glyph. G. Sewer 1 Here you have to find five spirits and lay them to rest. Start by going forward and killing the zombies. Press A at the gate to get past it. Some guard zombies are here, and they have guns, so be more careful with them. (They also take more hits to kill.) Up the steps is an innocent, and up the next set of step are the first skeletal remains. Press A at it to lay it to rest. To the right is a switch, so press that to open a gate at the beginning of this area. Return to the beginning and go along the newly opened path. Through here are zombies and skeletons, plus some skeletal remains against the left wall. Past that are rats and an innocent on the right (the latter is where the passage opens up to a bigger room). An alligator will come through the short tunnel to the right. It’s not too tough; I just keep my distance and shoot it a bit. In that short tunnel the alligator came through are skeletal remains. Also, on the left side of the room are skeletal remains and a door. Go through the door and then the next one. Guard zombies, normal zombies, and several gators are here, plus a conviction glyph. Also, (if you’re facing the door) to the left of the door is an innocent and to the right is the fifth spirit to put to rest. You’ll get a bonus continue once you do that. Now go to the exit glyph to end the area. H. Sewer 2 You have eleven skeletal remains to find here. Pass the enemies here (this area has many rats, zombies, and the guard zombies), and get to the door on the other side of the room. Skeletal remains are near the door. Lay them to rest, then, go through the door. There are skeletal remains here on the same wall as the door and against the opposite wall. In sight from the latter one is an innocent, also. Near the door is a health glyph. Go through the door and not far past it, you’ll see skeletal remains to the left. Also, in the short tunnel to the right is an innocent. Continue forward to the far wall. On the left side of it are more skeletal remains. Now, go right through the tunnel nearby. In here are guard zombies and normal zombies, like usual, but one guard zombie has a flamethrower. Stay away from it, since it blows up when you kill it. Also, there is a conviction glyph and skeletal remains in here. Go through the door nearby. In the short tunnel are skeletal remains, and past that is an innocent. Also, there are two more skeletal remains, one to the left of the innocent and one to the right. Past here is a door, but go past the door for now. Near the health glyph and skeletal remains past here is another door. Through that are enemies, several weapons, and an innocent. Now leave here and go through that other door. Be careful through here. You’ll find many guard zombies. Many have shotguns and one has a flamethrower, and you can get killed easily if you’re not careful. (There are also a couple ghosts.) Past here are the final skeletal remains. Now you’ll get a bonus continue and be able to leave the area with the exit glyph. I. Front Yard There are many guard zombies and guard dogs here. The dogs are fast and can hurt you quickly, so shoot them with a strong weapon before they can get too close. There’s also a health glyph here, and one of the guards near it drops a key when you kill it. Go through the gate near the bus and go right to get to the other part of the yard. There are many girl zombies here and more of the guards. The girl zombies are quicker than the ones you normally see. Stay away from them because they can hurt you very quickly and it doesn’t take long for them to kill you. Anyway, on the stage thing is an innocent and health and conviction glyphs. A vampire will appear here, too. Kill her for a key, then, go to the exit glyph to end the area. J. Meal Hall 1 There are many guard zombies, dogs, and girl zombies here. It is hard to fight them all off, so you should stand on the stairs and shoot them from there. Up one of the set of steps is a health glyph. Near that glyph, but on ground level, go through the gate. There are more enemies here, including the normal zombies. There is also a health glyph and an innocent. (You can stand on the table for a safer place to shoot from, though some enemies still manage to get up there.) Anyway, there are two sets of doors. The double doors are locked, so go through the single door. The same enemies are in here, plus a weird, tall, skin-colored thing (it reminds me of the boss in the playground area). It’s not too hard to kill, though. Rescue the innocent in here and get the key from one of the guard zombies, then, return to the previous room. Unlock the double doors and go through. There are more zombies here, and also really odd enemies. Stuff comes from their heads and they seem to shoot stuff somehow. One of them drops a key when you kill it. Now unlock the gate near the conviction glyph here and go through. There are the usual enemies here, plus another one of the weird skin-colored things. Kill them and save the innocent, then, go to the exit glyph. K. Main Yard 1 There are some girl zombies here and some dogs, and many guard zombies. (Go up the ramp, and up here you’ll find a glyph that permanently increases one person’s accuracy. Near the glyph is also a rocket launcher. Be careful not to shoot things nearby with one of these, or you may blow yourself up. There’s also a conviction glyph up here.) On ground level, you’ll also find a gargoyle near the health glyph. Nearby, a guard zombie will drop a key. Now, you can go through the next gate. There are more guards here and normal zombies (which seem stronger). In the area with weights is a health glyph, and past that are gargoyles and another guard that drops a key. There are also two gates here. Go through the one on the right, and get the key from one of the guards, then, go through the gate to the left. There are dogs and guards here (one guard with a flamethrower drops a key) and red gargoyles over at the exit glyph past here, which you can’t use yet. (These gargoyles are stronger and more aggressive, so watch out.) Go through the gate nearby and save the innocent for a bonus continue. There are dogs and many zombies here, so get out of here quickly and go to the exit glyph. L. Mansion Exterior 1 There are dogs here, guards near the entrance to the mansion, and a few vines that try to hit you. Also, there is a health glyph near the entrance and two vampires, one near the entrance and one to the left of the entrance. Kill the vampire to the left of the entrance for a key. Now you can use the exit glyph, but first, you have a few innocents and a special glyph to find. On the right side of here, not far from the beginning is an innocent, and past here, in a corner to the right of the mansion entrance, is another innocent. On the left side of the area is an alcove behind two trees. You’ll find a glyph that permanently increases one person’s strength. M. Mansion Interior 1 There are guards, a vampire, one of those vine things, a conviction glyph, and an innocent down here. Now go upstairs, and go through the first door on the right side of the hallway. There’s a vampire here and some guards. One guard drops a key. Get the key, then, leave here and go to the left side of the hallway. Through the first door past the double doors are guards, three vampires, a health glyph, and an innocent in the back left corner. Get the key from one of the guards, then, leave and go to the end of the right side of the hallway. Go through that door to find three vampires, guards, and an innocent in the back left corner. Get the key from one of the vampires, then, leave and go through the door at the end of the left side of the hallway. There are more guards, three vampires, and a health glyph. One of the vampires drops a key. Now you can leave here and go through the double doors for a cut scene. Now you have to fight the warden, Degenhardt. (There’s a health glyph and an innocent on the right side of the room.) The best way to beat him is to keep him in view and keep your distance. He has an attack that makes a black wave that does a lot of damage, and you want to avoid that most of all. You can jump over it, but it’s not as easy to do as with other bosses. It’s best to stay far enough away that the wave won’t get to you (but you’ll still want to jump just to be safe). He also can attack you with some vine-type thing, during which is an easy time to attack him, since he’s standing still. (But, like I said, keep your distance and just shoot at him.) There will also be one of those vine enemies here, but it won’t cause you much trouble. Just avoid Degenhardt’s wave attack and keep shooting at him, and you should be able to beat him. After that, you’ll get a bonus continue and your second Edge will be improved. Then, return to the entrance of the mansion and go to the exit glyph. N. Mansion Exterior 2 Back outside the mansion, there are some dogs, a vampire, and a vine enemy. Go along the path to the exit glyph. O. Main Yard 2 There are guard, dogs, and normal zombies here, and a health glyph. Near the health glyph, a guard drops a key. Now you can go to the nearby exit glyph (which is outside the entrance to the cellblock). P. Cell Block 1 There are guard zombies here. Kill them, then, a hung ghost will come. (Their attacks don’t go too far, so just keep your distance, and you’ll be safe from them.) Kill it for a key, then, go through the next door. Go through the next gate, then, press the switch nearby to unlock the cells. You have to find six innocents in this area, and five are in the cells. Outside the cells are guards and normal zombies. When you open cells, many hung ghosts usually appear. Innocents are in cells one, four, six, eight, and thirteen (from the right). Other cells have health or conviction glyphs or weapons in them. Past here is the exit glyph, which you can’t use yet, and a door. Go through the door to find guards, hung ghosts, a health glyph, and the last innocent. Now leave here and use the exit glyph. Q. Cell Block 2 You have to kill all the enemies here. First, there are guards with flamethrowers and normal zombies. Go through one of the doors nearby (which lead to the same place). There are many zombies and hung ghosts here, a few guards with flamethrowers, and a conviction glyph. Kill everything here, and get a key from one of the guards. Then, go through the door at the end of here. There are zombies, Skitters, and the boss from the playground level (and a health glyph). It doesn’t take as much damage to kill this time. Kill everything for a bonus continue and the exit glyph will light up, so you can now leave this area. R. Hospital Roof This entire area has many red gargoyles, guards, normal zombies, and vampires. There’s a health glyph near the beginning, and on the catwalk, you’ll find an innocent. Past here, you can go left or right. Go left, and you’ll find two innocents and a health glyph. Then, return to the catwalk and go right. You’ll pass two gates and the exit glyph, but you can’t end the area yet. Continue on to find an innocent and a conviction glyph. Now, go through the gate farther from the exit glyph. You’ll find two innocents, and not far from them is a guard with a flamethrower that drops a key. Now go through the other gate. Be quick, there are about seven innocents, and the vampires and ghost here will kill them if you don’t help them fast enough. Now you can go to the exit glyph. S. Hospital 1 In this first room are zombies, and weird, white enemies that can shoot stuff a long distance that hurts you and makes you cough. There’s also a health glyph, the exit glyph, and four doors to go through. The only door you need to go through is the one to the right of the health glyph. Through it are zombies and Skitters, then, the boss from the playground. Kill that last one for the key needed to finish this area. Also, in here is a conviction glyph, two innocents, and those white enemies from the first room. Now go back to the first room, and check out the other rooms. Through the door nearest to where you first started out in this area, you’ll find zombies. Past the beds is an innocent to the right and many of those tall, weird enemies. On the left side of here is an innocent and a health glyph. Now return to the first room and go through the door to the right of the exit glyph. In here are zombies, guards, those tall enemies, the white enemies, two innocents, and a conviction glyph. Now return to the first room again and go through the door to the left of the health glyph. Again, there are many types of enemies, including the playground boss. Save this last innocent, then, return to the exit glyph in the first room. T. Hospital 2 This is the same area as the last one, except you have 6 minutes to save 5 innocents. Then, you have to get to the exit glyph, which I’ll explain where it is at the end. There are many zombies, Skitters, those tall enemies, the white enemies, and some guards throughout here, but you’ll need to rush, so you can’t spend too much time killing them. Anyway, in the very first room is an innocent near the health glyph in the middle. There’s also one innocent through each of the four doors, always at the far end of the room. After saving all five innocents, you’ll get a bonus continue. Now go through the door to the left of the health glyph in the first room, and right nearby is a doorway. Go through to find the exit glyph. U. Morgue There are many of those white enemies in this first room. Go through the door. There are many of those white enemies and one of those tall enemies. The tall one drops a key. There’s also a health glyph and an innocent near that. Go through the next door. More enemies are in here, plus a health glyph and a conviction glyph. One of the tall enemies drops a key, so you can go through the next door. There are many enemies here, and a health glyph is a bit later. Past that is an innocent, and farther on, there will be a cut scene. You have to fight Dr. Hadrian. He just stands there the whole time and throws green stuff at you. You have to pay more attention to the enemies that appear. At first, there are those tall enemies. Then, there are also the playground bosses and Skitters. Luckily, there is also a health glyph here. (If you go too far back the way you came, enemies you didn’t kill from earlier in this room can attack you, so be careful. They can be useful to kill, though, if you need more health or conviction.) Keep attacking Dr. Hadrian and the enemies, and you will kill him. Then, you’ll get a bonus continue and your first Edge will be improved. V. Sewers 3 There are many of those white enemies and zombies here. Past here are Skitters and a health glyph, also. There’s also a gate to the left and one to the right and a switch near the left gate. Press the switch to open the left gate. Go through to find guards and an innocent. Go through the next gate. There are many guards with flamethrowers here. Also, you can go left or right. To the right is a dead end, so go left. You’ll find a door to the left and a gate to the right. Go through the door to the left. There’s a conviction glyph here and a switch. Press the switch to open the gate from earlier. Now, return to the first room and go through the gate to the right. There is an innocent, a health glyph, and the dead bodies. Press A at the bodies to burn them. You’ll get a bonus continue. Now return to where the door was that led to the switch. Go through the nearby gate now. You’ll find guards with flamethrowers and Skitters near a door. Through the door is a health glyph and two innocents. Now leave the room and continue on. You’ll find an innocent and Skitters, and at the end of the path is the exit glyph. W. Machine Shop In this first room are Skitters, zombies, guards with flamethrowers, a white enemy, a conviction glyph, and an innocent. Kill the white enemy for a key, then, go through the double doors. There are zombies, guards with flamethrowers, and white enemies here, too. Also, there’s a health glyph, and a rocket launcher across from a hole in the wall. Through the hole in the wall is a gate. Go through that. There are machines in here that mainly shoot fire. It’s easiest to use the rocket launcher to destroy all of them. Once all the machines are gone, you can use the exit glyph on the other end of the room. X. Death Row In this first room are guards. Through the next door, you’ll find many hung ghosts and zombies and a few guards. One of the guards drops a key, so you can go through the door straight ahead. There’s a conviction glyph here, and you can read what’s on the computer. It’s important. Now go through the next door. Vampires and hung ghosts are here. Kill them, then, press A at the odd looking part of the bookcase. (Second section from the left.) It will open up, so go through. There are guards here and a vampire (and I think there was a rocket launcher here, too). Kill the vampire for a key, then, go through the next door for a cut scene. You will have to fight Carpenter (there’s a health glyph in here if you need it). He is very fast and attacks with knives and by kicking. You can’t hurt him yet, though. You need to destroy his anchor (that’s what the computer talked about earlier), which is that odd chair thing. Run in circles to avoid Carpenter, and shoot at that thing. The rocket launcher is the most effective on it. After it is destroyed, you can attack Carpenter. Just keep running around and shooting at him. Once you beat him, you’ll get your third Edge and a bonus continue. There will also be a cut scene, but this level is not over yet. Now go through the door that is around the right back part of the room, then, go through another door. There are hung ghosts, zombies, and a guard that drops a key here. Go through the door straight ahead. There’s a health glyph here, two vampires, and a door to the left and a door straight ahead. Go through the door to the left to find two innocents, a conviction glyph, and a rocket launcher, then, return to the previous room and go through the other door. There’s another rocket launcher and an innocent here. Go through the next door for a cut scene with Arkady. He’ll turn into a werewolf, and you’ll have to fight him. (There’s both a health and a conviction glyph here if you need it.) At first, the wolf will make ghosts go around him. (It may be safer to stay closer to him to avoid them.) Then, as he takes more damage, he’ll attack faster, and he’ll also attack with his claws and shoot a big, white thing at you. Keep attacking him, and you shouldn’t have that much trouble beating him. You’ll get a bonus continue, your second Edge will improve, and there will be another cut scene. Now this level will end. Y. Main Yard 3 There’s a trail of health and conviction here. Go through the gap in the fence to find ghost dogs. They are fast and have a breath attack that makes you cough. Go towards the exit glyph, and the werewolf will appear. He has the same attacks as before, but he takes less time to beat, since he takes damage very quickly. Beat it (and two vampires will appear), then, use the exit glyph. Z. Meal Hall 2 There are ghost dogs and a trail of health and conviction here, too. Go through the gate in one corner of this room, then, go through the double doors. Through the next gate is the werewolf and the exit glyph. Defeat the werewolf, then, use the exit glyph. AA. Main Yard 4 This is just like the other levels. Follow the trail through a gap in the fence that leads to the basketball court. Then, go through the next gate to find the werewolf again and the exit glyph. Defeat the werewolf and use the exit glyph. BB. Mansion Exterior 3 Go along the trail to find the werewolf at the entrance to the mansion. Defeat the werewolf to use the exit glyph. CC. Mansion Interior 2 Now go up the stairs and through the double doors. Defeat the werewolf for the last time and several vampires will appear. You can now also use the exit glyph. DD. Attic After a cut scene, you have to defeat Degenhardt, who has turned into a big, weird creature. (There are also those vine enemy things that can whip at you.) Degenhardt can throw red stuff at you that makes you cough, and he can use a weird, red beam/flash attack that goes toward you. If that hits you, it can take away conviction. It’s best not to save more than one innocent. (I didn’t pay attention to what happened when two were saved.) If you save all three, there are three copies of Degenhardt to deal with. (To save these innocents, though, shoot at their cages.) Anyway, there’s a conviction glyph in the middle of the room and a health glyph at the window. You have to go over and melee attack that window so that it lets in more light. But, Degenhardt (or one of his copies) will be over there a lot. Attack him until he leaves (he goes to recover his health), then, attack the window. You can’t really tell how much damage you’ve done to the window. Just keep attacking it until there is a cut scene. You’ve beaten the game! Now you can watch the credits. ---------------------------------- 8. COPYRIGHT STUFF --------------------------------- I don’t own the game; Interplay does (or is it High Voltage Software? I don’t know how that stuff works.). I only own this |
