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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter H » Hunter: The Reckoning - Strategy Guide (Page 01)

Hunter: The Reckoning - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Hunter: The Reckoning - Strategy Guide (Page 01).


       H
        U
         N
          T h e
           E
            R E C K O N I N G



"Hunter: The Reckoning" FAQ for Xbox, Version 100% Complete
Written and copyrighted by Erin Czerniak, 2002
Contact me at: erincz@netzero.com

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Version History:

August 20, 2002 
Sat down with a cherry Coke and some Cracker Jacks and started this FAQ 
at around 1a.m. Insomnia? I have no idea what you're talking about...

August 22, 2002 
Started filling in more of the walkthrough; everything else is pretty 
much complete, plan to add more on enemies, and possibly a Boss section 
later.
 
August 24, 2002 
Filled in some more of the walkthrough, and added a few enemies and the 
boss section to the FAQ.

August 26, 2002 
Finished the Walkthrough and Boss Sections. I believe the FAQ is 
finally complete...for now.

August 27, 2002 
Edited some slightly inaccurate info on Level 8, Sewers 2. Also added 
some more on the Boss Section for the Warden.

August 31, 2002 
Added a few things in the Hints Section.

September 17, 2002 
Confirmed the Glyphs cheat, thanks to *all* the readers who have sent 
in tips so far!  

October 5, 2002
Got absolutely sick and tired of having to scroll up and down all the 
time, so I added the clickable Table of Contents for easier viewing. 
(May not be available on all sites.) Thank goodness for bookmarks! :) 

October 15, 2002
Added a few miscellaneous tips and hints on levels 18 and 19, and 
Invincible Creatures Cheat in Tips Section.

November 28, 2002
Happy Holidays! Added a few Boss tips, and still trying to figure out 
that Invulnerable Cheat, maybe someone at High-Voltage can help us out?

December 29, 2003
Finally got around to completing this FAQ (a year later) and by the 
way, there is NO INVULNERABLE CHEAT. Several people have written to 
tell me this, and I have confirmed it myself from the game makers 
website. They had planned to make a cheat but never put it in. I have 
also had a few tips sent to me that got lost in my email stack when I 
moved :( If you sent in a tip and didn't get credited for it, you can 
re-email me and I will give you credit in the FAQ. Sorry for any 
inconveniences!

Any information or tips you want to send me *will* be credited in this 
FAQ. Thanks for reading this!

***********************************************************************
TABLE OF CONTENTS:
I. Story
II. Game Menu
III. Controls
IV. Hunters and their Attributes
V. Edges
VI. Glyphs
VII. Combat
VIII. Weaponry
IX. Enemies
X. Walkthrough
 1. Subway Station 
 2. Streets
 3. Playground
 4. Graveyard
 5. Church
 6. Catacombs
 7. Sewers 1
 8. Sewers 2
 9. Front Yard
 10. Meal Hall 1
 11. Main Yard 1
 12. Mansion Exterior 1
 13. Mansion Interior 1
 14. Mansion Exterior 2
 15. Main Yard 2
 16. Cell Block 1
 17. Cell Block 2
 18. Hospital Roof
 19. Hospital Interior 1
 20. Hospital Interior 2
 21. Morgue
 22. Sewers 3
 23. Machine Shop
 24. Death Row
 25. Main Yard 3
 26. Meal Hall 2
 27. Main Yard 4
 28. Mansion Exterior 3
 29. Mansion Interior 2
 30. Attic
XI. Bosses
XII. Codes, Hints and General Strategy
XIII. Credits


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I. Story
Ashcroft's Evil Institution (from the game manual)

There were only two places to work in Ashcroft: The railroad and the 
penitentiary. Since the 1920s, the town centered on the large prison. 
The people didn't know that for over 50 years, the prison was under the 
control of vampires. The warden himself was turned into a creature of 
the night and the center of power was secure. Since then, the prison 
has become a feeding ground and the inmates no more than cattle. Those 
unfit to be fed on are subject to horrific acts of torture and 
experimentation. Such actions cannot be forgiven, and the vengeful 
spirits of the inmates soon rose from the dead and lashed out at the 
living. The vengeful spirits were eventually subdued by greater powers, 
and the vampires regained control of Ashcroft Penitentiary.

When convicted murderer Nathaniel Arkady was subjected to capital 
punishment by electrocution, the renegade ghosts were freed from their 
bonds and once more wreaked havoc on the prison. Four people, brought 
to the Scene by circumstance, were witnesses and at that moment their 
normal lives ended. They pushed back the onslaught of angry spirits and 
locked the doors of the penitentiary. The prison was shut down, and the 
town of Ashcroft became a shadow of its former self.

Ashcroft now stands at the brink between the world of the living and 
the dead, and someone or something is toying with the balance. An act 
of chance freed the spirits from the prison, and their hatred has been 
unleashed on the entire town. Nothing is as it seems and it is up to 
you to save them all. 

YOU ARE THE RECKONING.


I'm sure you get the general idea; you're the good guy, and everyone 
else (except for the cowering innocents) is the bad guy. The innocents 
never seem to be very grateful when you save their lives either... but 
it's all in a day's work when you're hunting down evil. Mwa-ha-ha.

Back to Table of Contents
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II. Game Menu

1. New Game
-Starts a new game.

2. Continue
-Continues from a saved game.

3. Options
-Audio/Video (Change Music, Speech, SFX and Brightness)
-Control Options (Choose from the Default setting to 5 Alternative 
methods)
-Gameplay (Toggle Controller Vibration, Show Blood, and Friendly Fire 
settings)

4. Special Features
-Credits
-Coma Video
-Intro Video
-Alternate Hunter Mode (Will be locked until completion of the game)
-Nightmare Mode (Also locked)

Back to Table of Contents
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III. Controls

1. Pressing the Start button during gameplay will bring up the 
following menu:

Resume - Takes you back to gameplay.

Options - Audio/Video, Control Options, and Gameplay.

Character Stats - Keeps track of your Experience points, and shows your 
Edges, Weapons and (surprise!) your characters' stats.

Game Stats - Tracks your kills and rescues, for each innocent you 
rescue you receive a Life, or Continue. Also lists current level 
Objectives.

Restart - Restarts you at the beginning of current level.

End Game - Ends game.


2. Movement: Default Controls (You can change these configurations in 
the Game Options menu. I prefer "Alternate 1" because you can click on 
the thumbsticks to jump and attack.)

Move Character - Left Thumbstick

Aim Character/Weapon - Right Thumbstick

Walk Backwards - Press the Left Thumbstick in any direction and press 
the Right Thumbstick in the opposite direction.

Strafe - Press the Left Thumbstick in any direction and press the Right 
Thumbstick at a 90-degree angle from the position of the Left 
Thumbstick.

Left Trigger - Jump

Roll - While Strafing, pull the Left Trigger


3. Weapons Controls: Default 

X Button - Scrolls through available Basic Weapons

B Button - Scrolls through available Special Weapons

Y Button - Scrolls through available Edges

A Button - Switch or Reload weapons, or activate Edge

Right Trigger - Fire, Switch or Reload weapons, or activate Edge. You 
can also perform Combo attacks with your melee weapon by continually 
pressing the Right Trigger. Combo attacks will be discussed in the 
Weapons Section VII.

White Button - Reloads weapon (You can also use the A button or 
continue pressing the right trigger)

Black Button - Taunts monsters


*The A Button is also the Action button. You can use it to open doors, 
and also to read glyphs and talk to townspeople, which will be 
discussed in Section VI.


**The Directional Pad controls the camera angle, more or less. There 
are five levels of zoom. Pressing up on the directional pad zooms the 
camera in. Pressing down zooms the camera out. When playing single 
player, you can press left to completely expand your view, and pressing 
right will bring the camera in as close as you can go. 

Back to Table of Contents
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IV. Hunters and their Attributes
There are four characters from which you can choose: Avenger, Defender, 
Martyr and Judge. Each character has different skills and attributes, 
and each starts off with a melee weapon and a ranged weapon with 
unlimited ammo and one Edge, which is listed first below.


1. Creed: Avenger
Name: Spenser "Deuce" Wyatt
Height: 7'0
Weight: 310
Age: 35
Weapons: Battle Axe and Lever Action Rifle
Edges: Cleave, Smite & Ward

2. Creed: Defender
Name:	Samantha Alexander
Height: 5'9"
Weight: 120
Age: 29
Weapons: Katana and Magnum Revolver
Edges: Rejuvenate, Ward & Demand

3. Creed: Martyr
Name:	Kassandra Cheyung
Height: 5'2"
Weight: 105
Age: 19
Weapons: Twin Daggers and Dual Auto-Loading Pistols
Edges: Demand, Retribution & Burden

4. Creed: Judge
Name:	Father Esteban Cortez
Height: 5'1"
Weight: 175
Age: 45
Weapons: Crusader Sword and Crossbow
Edges: Word of Power, Burden & Rejuvenate


Character Attributes:

Strength - Amount of additional damage the Hunter does during melee 
combat.
Accuracy - Amount of additional damage the Hunter does during ranged 
combat.
Speed	- How quickly the Hunter moves.
Conviction - A Hunter's dedication to the hunt. Conviction is used to 
activate Edges.
Stamina - A Hunter's damage resilience

Strength and Accuracy can be improved throughout the game by activating 
certain glyphs, which is discussed in Section VI. (There is also a 
Glyph cheat for certain versions of the game, discussed in the Hints 
section)

Here is a table with each of the characters' attributes for comparison 
out of a five-point scale.

         Avenger    Defender    Martyr     Judge
__________________________________________________
Strength   2.5        2.0        1.0        1.5
Accuracy   2.0        2.5        1.0        2.0
Speed      1.0        2.0        3.5        1.5
Conviction 1.0        2.0        2.5        3.0
Stamina    1.5        1.5        1.0        1.5

Obviously, some characters will be faster than others, or will produce 
more damage in a melee attack than they might by using their ranged 
weapon. 
You will have to develop different strategies for gameplay depending on 
whether you are fighting alone or with companions. 

Remember that you only start out with one Edge, and you won't gain the 
third and final Edge until you are well into the game. 

There are several Strength and Accuracy Glyphs throughout the game, so 
if you have teammates, you may want to bolster Martyr's Accuracy stats 
rather than the Defender's, and Martyr isn't very strong either, but 
she can run circles around a throng of zombies for excellent melee 
skills. 

Your attributes will improve as you level up throughout the game. The 
amount of Experience points and Rescues you get depends on how many 
Hunters are in the game. 

If a Hunter dies during the game and doesn't press Start to continue 
within ten seconds, that Hunter will lose ALL its Exp and will have to 
start all over again with only one Edge. 

Back to Table of Contents
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V. Edges
Each Hunter starts off with one Edge at its lowest level of power. As 
the Hunters advance, they gain up to three Edges, and the powers of 
each Edge increases -- up to three levels. (I finished the game with 
two Edges at level three, and one Edge at level one.) 
As your character grows in experience, his/her skills will increase, 
and new Edges will become available. You gain a new Edge or level up on 
an existing Edge every time you defeat a Boss. 

1. Cleave/Picture of Axe		
-Imbues the Hunter's weapon with raw power, greatly increasing the 
damage the weapon does in combat. Cleave only affects hand-to-hand 
weapons and when activated, causes the weapon to burn with a 
supernatural power. The strength of this Edge increases as the Hunter 
gains experience.

2. Smite/Picture of Fist	
-Unleashes a powerful wave of damaging energy that radiates out from 
the body in a 360-degree arc. All creatures of darkness caught in the 
wave will be damaged, often being thrown back by the powerful show of 
force. As this Edge becomes more powerful, the amount of damage 
increases.

3. Ward/Picture of Body stretching out Arms	
-Creates a barrier between the Hunter and beings tainted by evil. The 
summoned barrier surrounds the Hunter and prevents weaker creatures 
from making physical contact. Stronger monsters may brave the barrier, 
but will suffer damage as a result. As the Hunter gains experience, the 
radius of this Edge increases, allowing other Hunters to become 
protected as well.

4. Burden/Picture of Weighing Scales		
-Passes judgment on the evil near the Hunter. Creatures of darkness 
caught in the radius of this Edge are frozen where they stand as the 
weight of their misdeeds rushes over them. As the Hunter increases in 
power, Burden affects a larger number of creatures in its area of 
effect and will hold them for a longer period of time.

5. Word of Power/Picture of Lightning Bolt
-Focuses the power of goodness and purity into a weapon against evil. 
When a Hunter utters the word of power, it extends forth on a cone of 
light. Creatures caught in this purifying glow suffer terrible injury. 
The more powerful this Edge becomes, the more damage it delivers.

6. Demand/Picture of Pointing Finger	
-Boosts the Hunter's physical speed and performance to super-human 
levels. A Hunter who activates demand can attack at great speed and do 
additional damage, but must pay for this advantage through a loss of 
conviction and health. Both the speed effect and the amount of damage 
increase as the Edge becomes more powerful.

7. Retribution/Picture of Skull	
-The Martyr's personal form of revenge. When the Hunter activates this 
power, all creatures that inflict damage on the Hunter suffer a portion 
of that damage reflected back upon them. As the Martyr gains power, 
Retribution delivers increasing damage to those who strike her.

8. Rejuvenate/Picture of First Aid symbol	
-Calls forth the power to heal. When the Edge is activated, the Hunter 
receives a boost to his/her current health. At higher levels, any 
Hunters nearby are also healed.

Back to Table of Contents
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VI. Glyphs
There are six different kinds of Glyphs, which can be activated by 
standing on or near the glyphs and pressing the A Button. 
Glyphs can have multiple charges; so multiple Hunters may use the same 
Glyph. When a Glyph runs out of power, its glow will disappear. 
After typing the word Glyph several times, it will start to lose all 
meaning, and it suddenly begins to look as if it were spelled 
incorrectly. 

1. Health
The Health Glyph regenerates the Hunter's Health, represented by the 
red bar on your screen. This Glyph can be used four times before it 
loses power, so if you have multiple Hunters, ration them wisely. After 
leveling up a few times, it may not even heal you completely, so having 
a Defender in your party that can heal from early on might be a good 
idea. The Health Glyph looks like a plus sign with a diamond in the 
middle. (Health can also be regained when fighting creatures, sometimes 
they leave behind red and blue spheres, and these are most powerful 
when the glow is brightest. It doesn't heal as much as the Health 
Glyph, but it helps when you fight hand-to-hand with creatures that may 
get in an attack or two before you can kill them off.)

2. Conviction
The Conviction Glyph regenerates the Hunter's conviction, represented 
by the blue bar on your screen. This Glyph can also be used four times 
before losing power, and looks like the letter "E." (Conviction can 
also be regenerated with the little blue spheres that creatures leave 
behind after they've been killed.)

3. Strength
The Strength Glyph gives the Hunter a permanent Strength increase. This 
Glyph is a line with two arms coming out at angles, almost like a cross 
with the arms angled down a little. Gives the Hunter a half-bubble 
increase, and has only one charge, so use it wisely.

4. Accuracy
The Accuracy Glyph gives the Hunter a permanent Accuracy increase. This 
Glyph looks like a plus sign with a circle in the middle, not to be 
confused with the Health Glyph (I've been fooled before, and you don't 
know how mad you can get until you realize that you didn't find a 
Health Glyph when you really need one, and instead your accuracy gets 
improved.) Gives the Hunter a half-bubble increase, and also has only 
one charge, so use it wisely.

5. Information
Activating the Blue Information Glyphs gives the Hunter additional 
facts about the environment and clues about the game. Information 
Glyphs are bracket-shaped and have unlimited charges, although they 
don't actually improve any character stats. Sometimes innocents or 
other bystanders will be standing on Information Glyphs. You may talk 
to them by activating the blue Information Glyph with the A Button. (I 
have noticed that sometimes bystanders will only repeat a piece of 
information once, and if you activate them again, they will tell you 
something else, or tell you to get a move on. I'd recommend asking them 
more than once, just to see what they say. You'd think if they saw you 
fighting zombies and vampires in front of them that they would have the 
sense to get out of there themselves, but whatever...)

6. Exit
Activating a green Exit Glyph allows the Hunter to exit the environment 
and progress to the next one. This bracket-shaped Exit Glyph will not 
be activated (it glows green when activated) and is a white outline 
until the level's mission has been completed. However, once you 
Activate it with the A Button, you will not have the opportunity to go 
back to that level unless you want to start over, so make sure you have 
recharged Health and Conviction as much as possible, and stock up on 
weapons before moving on to the next level. 

Back to Table of Contents
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VII. Combat

In addition to your Edges, your character also has basic and special 
weapons. Each character starts off with a melee and ranged weapon with 
unlimited ammo, and can pick up any of the weapons along the way. 
Certain weapons are more useful against creatures than other weapons, 
which will be covered in the Enemies Section. 

1. Combat
There are two basic types of combat in Hunter: Melee and Ranged. Each 
Hunter begins with a basic melee weapon (axes, swords and knives) and 
one ranged weapon (pistols, rifles and crossbows). These basic weapons 
are unique to each Hunter. For instance, the Avenger Deuce carries a 
Lever-Action Rifle and a Battle Axe, while Samantha the Defender 
carries a Katana and a Magnum Revolver.

2. Melee Combat
There are a variety of melee attacks, including combos, jumping 
attacks, running attacks, 180-degree sweeps, and 360-degree sweeps. You 
can select your melee weapon by cycling through your basic weapons with 
the X Button and activating it with the A Button or Right Trigger. 

3. Basic Attack
To attack the baddies and destroy objects, simply point your Hunter in 
the direction of your target using the Left Thumbstick or aim with the 
Right Thumbstick, and pull the Right Trigger to attack.

4. Combo Attacks
Pulling the trigger three times will send you into a combo attack. Once 
you are doing a combo, make sure you keep aiming with the right 
Thumbstick, otherwise you can leave yourself open to attacks from the 
sides and behind you if you are surrounded by creatures. 
Each subsequent strike in the combo does additional damage to your 
opponent.

5. Lunging Combo Attacks
By pulling the left trigger during a combo, your Hunter will do an 
additional lunging or jumping attack. To pull off the lunge attack, use 
the jump button as the third strike in the combo. (right trigger, right 
trigger, left trigger)

6. Sweep Attacks
By holding and then releasing the right trigger, your Hunter will 
perform a thrust and 360-degree sweep attack. Wonderful for when you 
need some "personal space."

7. Running Attacks
Basic and Combo attacks can only be performed when your Hunter is 
stationary. To initiate a running attack, useful when dodging bullets 
in a melee situation, push the left and right Thumbstick in the same 
direction while pulling the right trigger. If you're extremely 
coordinated, you can even attack to the left or right as you're 
running, although pulling too far in either direction may cause you to 
stop running and start a stationary attack, so be careful.

8. Airborne Attack
While airborne, your Hunter can also do a diving attack on any nearby 
enemy. To trigger this strike, simply pull the right trigger on the way 
down from a jump or when falling from a higher location. Your melee 
weapon must be drawn for this to work, and you must activate the 
airborne attack after peaking with your jump. (In other words you can't 
be on the way up when you pull the Right trigger)

9. Ranged Combat
Pretty straightforward here, you cycle through basic weapons with the X 
Button, and your special weapons with the B Button, select with the A 
Button, Aim and Fire!

Back to Table of Contents
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VIII. Weaponry

 1. Double Barrel Shotgun - Delivers a short-range volley, can fire 
twice before reloading
 
 2. Riot Shotgun - Pump-action, holds eight rounds

 3. Combat Shotgun - Semiautomatic; also holds eight rounds

 4. Machinegun - Lacks accuracy, but can fire up to 32 bullets at a 
time

 5. Assault Rifle - More accurate at long-range, holds thirty rounds

 6. Bull-Pup Assault Rifle - You'll make friends with this lightweight, 
thirty-round little miracle

 7. Chainsaw - Fun, but ultimately inadequate, and runs out of fuel 
fairly quickly

 8. Flamethrower - Hit your enemies and watch them stop, drop and roll. 
It's a fuel-guzzler, but you can control it with short bursts that keep 
them on fire for a few seconds, and then hit 'em again if they still 
want more.

 9. Rocket Launcher - Slow to reload and holds one at a time, and you 
can also kill your teammates if they get in your way. Why do you love 
it so much? 'Cause sometimes you need a rocket launcher to get the job 
done right.

Back to Table of Contents
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IX. Enemies
**Please note that I take a lot of liberties with the names I give to 
these enemies. Some of them are correct, and some of them are obviously 
made up (like the Hulks) because I can think of no better way to 
describe them, so if anyone knows the proper names for these creatures, 
feel free to write me and let me know so I can edit this section.**


Zombies/Shamblers - the last of the three types of Zombies. What are 
the other two types? Not sure exactly, but I know you wouldn't want to 
meet any of them in a dark alley unless you had a loaded gun. These 
usually take a hit or two to kill, and they are determined to mess with 
you, so stay out of their grasp. Even if you shoot off the top half, 
the bottom half can still kick you. Zombies also tend to respawn a few 
times, usually in clusters, so if you're going in to collect a red/blue 
sphere, be careful one doesn't materialize nearby to swipe at you.
Worth 5 experience points.

Skitters - If you've played Halo, these little critters are reminiscent 
of the Flood. They like to sneak up on you and explode, which 
invariably takes a chunk off your Health meter. Shooting them from afar 
is the best defense, and shooting them in a group will usually cause a 
few of them to blow up at once, saving you the trouble of using more 
bullets. Sssh, do you hear a skitter?
Worth 3 experience points.

Gargoyles - They come to life after you get near them, and Machinegun 
is probably the easiest way to take them out. Attacking with your sword 
from the side seems to work pretty well too, because it keeps them off-
balance.

Blue Specters - They're blue and float in the air, and they like damp, 
smelly places. They hurl one to three blue orbs at you that can take 
off Health or Conviction. In later levels such as the Cellblocks, they 
hang from nooses and their shots are pretty easy to avoid if you have 
some space to strafe to the side, and you can kill them with several 
shots.  

Rats - They look like the New York variety to me, and if they get close 
to you they can emit this foul gas cloud that makes you cough and 
unable to use a weapon for a second or two. 

Dogs/Wolves - There are also blue spectral wolves that are ice-
breathing mongrels that can chase you down pretty quickly. If you have 
to run, try to run backwards while pumping a few rounds at them to slow 
them down.

Crocodiles - Seen in the sewers, they have a nasty bite, so don't get 
too near them. Not *too* hard to kill though. 

Hulks - Great big things that look very deformed and usually are much 
bigger than you are. Kinda flesh-colored, they usually run pretty fast 
and can hit pretty hard, sorta like the neighborhood bully. Run and 
shoot, need I say more?

Flesh-Crafted Raver - You find these once you get into the Ashcroft 
Penitentiary. They're white and misshapen, with one arm much larger 
than the other, and they can spew this corrosive green acid stuff. They 
often respawn one at a time though, so make sure you don't leave any 
behind.

Vampires - These creatures of the night don't like daylight, so try to 
stay in well-lit areas if possible. Fire and wood hurt them more than 
bullets, so the Judge's crossbow is excellent, and direct sunlight is 
lethal. They'll try to suck your blood, so keep your distance. These 
are the ones that Mom warned you about.

Tentacles - You don't see these too often, but they are black and can 
whip you for a decent chunk off your Health meter. A few good whacks 
with your Axe or Sword should be enough to sever them, or play it safe 
and shoot from afar.

Misc. Creatures - There are other creatures that shoot you with bone 
arrows or something of the sort, these types of creatures can often 
take major hit points from you, so if they start to appear you should 
concentrate on getting them first before zombies, etc. The zombies may 
hit you a few times before you can get around to blowing their heads 
off, but they take off less damage than most of the creatures you'll 
face. Creatures often regenerate in the same spot more than once, so 
keep walking around to spawn and kill as many of the undead as you can. 
It's good for the experience points. Certain creatures are more 
vulnerable to certain types of attacks than others. Remember that 
light, fire, and wood are always your friends, i.e., the crossbow, 
Flamethrower. When fighting slow-moving bosses, a rocket launcher can 
take off a lot of health if you can get a clear shot. Basically, if you 
find that a certain weapon seems to be inadequate, switch to another to 
see if it is any better.

...More to come
 
Back to Table of Contents
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X. Walkthrough
(This walkthrough will be as complete as I can possibly make it. The 
difficulty in writing this walkthrough so that you can understand it 
will be in telling you which direction to go since the camera angle 
isn't really fixed. There is no true North, so I will try to give 
directions relative to landmarks in the different stages, with complete 
descriptions of your surroundings, so bear with me. It would be nice to 
figure out a way to make maps for the levels, but until then I will 
just try to make this section as thorough as possible.) 

Also, you may find more or less innocents than I describe, it all 
depends on the number of Hunters in the game. The number of weapons and 
locations seem to pretty constant, as well as Glyph locations, but feel 
free to let me know if I'm incorrect on something in here.

Back to Table of Contents
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
1. Subway Station
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Enemies Encountered: Zombies
Weapons Possible: Machinegun and Double-barrel Shotgun


Loads level


"This is Bookworm_55. Witness1 asked me to help you get through this 
alive. When using the default control setting: walk up to each blue 
glyph and press A, the Action button." 

OK, you are now ready to fight the forces of evil. You will see the 
first of the Hunter-Net Updates in the game, telling you to walk up to 
each electric blue Glyph and press the A Button. Press A to continue to 
start looking for the eight Glyphs. 

You're standing on a train platform facing the tracks, with a blocked 
staircase behind you on the left and a small office to your right. If 
you go to your immediate left, you should find a Machinegun, the first 
of your Special Weapons. You can cycle through these weapons with the B 
Button. 
By now, a Zombie or two might have wandered over in your general 
direction, so go ahead and take them out, and then turn your attention 
the little office in the middle of the platform. You should see a Blue 
Information Glyph (#1) there, and you may have noticed another one on 
the pillar to the left of the office (#2). 

Open the door to the office, and go activate the computer with A once 
you're inside for a Hunter-Net Update. 
You should see another small office just ahead with a Blue Glyph (#3) 
which tells you about the Directional Pad, and another Glyph on the 
pillar again on the left (#4) telling you how to scroll through 
weapons. 
Check the computer terminal in this office for another Update, kill 
some more Zombies, and notice that off in the distance a poor man looks 
like he's being beaten down by some undead creatures, so go ahead and 
run to his aid.



Essentially you're looking for some slave labor to help fix the train, 
and he thinks it'll take at least 50 people, but you've saved your 
first innocent, and thus gained your first continue in the game. (I 
recommend hoarding these as much as you can to save them for the bosses 
later on that can kill you faster than you can say Sam Raimi...) 

Anyway, finish killing off these Zombies however you like, build up 
your experience points, and start looking for the rest of the Glyphs. 
You also may have noticed the Zombies sometimes leave little glowing 
spheres of light, either blue or red, after they die. These will 
replenish small amounts of your Health and Conviction, and are most 
powerful when snatched up right away, but Zombies have a habit of 
appearing right as you get to that red Health sphere and they'll whack 
you, often taking off more Health than the sphere was worth, so be 
careful. 

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