Hunter: The Reckoning - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Hunter: The Reckoning - Strategy Guide (Page 03).
A guy near the Blue Glyph will drop a key, and going over there will trigger two Gargoyles, so be prepared. The Blue Glyph reads, "This is the Entrance to the Prison Infirmary, where Dr. Hadrian oversaw the care of prisoners. He was Degenhardt's right hand." Now go into the gate at the right, kill the Flamethrower guy to get another key, go down towards the right to kill two Gargoyles and pick up a Shotgun. The Blue Glyph here reads, "This is the Entrance to Death Row, where Arkady was executed last year." Watch out for the other Zombies along the way. Now go back out into the weight area and across to the left to go through that gate. There are some Dogs and Flamethrower guys, so make sure you have some distance before shooting in their direction. Up on the steps to your left is a Machinegun, and over to the right you should see a Health Glyph. One of the guys will drop another key, and beware of the plentiful Dogs in this area. The first Blue Glyph on the right reads, "This is the Entrance to the Cellblock." As you go towards the next Blue Glyph, two red Gargoyles will drop out of the sky, a little harder to beat than your average blue Gargoyle, but still not that bad. The next Blue Glyph down at the end reads, "This is the Entrance to Warden Degenhardt's living quarters. He would administrate the prison from here. Degenhardt disappeared after the execution last year." Now you're ready to go through the gate on the left. This is the basketball court that you looked into from the other side at the beginning of the level, and also where you should find the friend that got dragged away. There is a Machinegun in the middle, and the innocent is all the way towards the far right corner, and once you rescue her, you're free to go. Go back out into the area you were just in, and the Green Glyph should be glowing. Make sure you got everything, especially the stuff on the upper level if you didn't already get it, and then make sure your Health and Conviction are as full as possible, and then move on to the Mansion grounds. Back to Table of Contents >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 12. Mansion Exterior 1 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Dogs, Tentacles, Zombies, Vampires Weapons Possible: Machinegun **Strength Glyph on this level** "Those aren't living quarters, Degenhardt lived in a damn mansion. He was rumored to be a recluse, and spent most of his time here." This is the first time you see a Tentacle, the black thing on the side of the path that's trying to whip you. The easiest way to take them out is with your melee weapon, but you also open yourself up to damage, and there are Dogs around too. Go to the left where you'll see two tall trees and a break in the wall. Go through and fight the Dogs, and in the back you'll find a Strength Glyph and a Machinegun. Follow the wall along the left to the small graveyard near the mansion. Watch out for another Tentacle, they have a long reach! The Blue Glyph reads, "Helene, Celeste Marie, and Jeffrey Degenhardt III are all buried here. The Warden's entire family was wiped out on the same day in 1926. That would make the Warden over 100 years old." There is a Vampire here who will drop a key for you, and a Health Glyph is nearby on the path if you need it. Now work your way back through to the beginning, there is a Machinegun along the path in front of the fountain, and if you go all the way back into the far right corner near the tree you'll find an innocent. (I just have to comment here on how trippy the puddle here looks, because you can see stars reflected in it) Now go back towards the Mansion along the right side of the wall, and at the far back right corner you should find another Machinegun and another innocent to rescue. Go up to the Green Exit Glyph and kill the Vampire and other baddies, refill your Health again if you need to, and move onto the Interior of the Mansion. Back to Table of Contents >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 13. Mansion Interior 1 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Zombies, Vampires, Tentacles, Boss (Warden) Weapons Possible: Machinegun, Shotgun "There may be information on what caused the disturbance in the town. Search the mansion thoroughly." You start out in the foyer area of the Mansion with some steps leading upstairs on the left. There's a bunch of creatures in this room, so I would suggest going down into the lower right area where you'll find a black Tentacle, which you should kill. Then work your way back up the left side of the room, ending with the Vampire and the Gun-Toting Zombies near the staircase. There is a Conviction Glyph behind that sculpture on the left side of the room, a Shotgun in the lower left area and an innocent as well. Once you clear out this area you should go upstairs. Upstairs you should head south or down and kill the three guys to pick up the Machinegun and Shotgun, then back up the hallway to the first door that you come to on the right next to the stairs. This room contains Vampires and some Gun-Toting guys to kill. Then you can access the computer by pressing A, and it will read, "There are several different drafts of the rave flyer on this desktop. 'ARKADY EXECUTION ANNIVERSARY RAVE'" Make sure you picked up the Machinegun and the key, and leave the room and head down the hall past the double doors in the middle to the next door on your right. This room also contains Vampires and some Gun-Toting guys to kill. Pick up the Machinegun, rescue the innocent, and use the Health Glyph if you need it, and make sure you have the key to the next room. Go back down the hall again past the double doors and the first door all the way to the end of the hallway into the door on your left. You probably have the hang of this by now, so go to it. Save the innocent, get the key and move on to the last door all the way at the other end of the hallway. In here you can pick up a Machinegun and use another Health Glyph, and make sure you get the last key. The Blue Glyph reads, "Degenhardt's Journal 2/14/90: 'I have finally destroyed the other vampires who embraced me, and avenged the murders of my family. Dr. Hadrian and I will remain here and use the inmates for research and sustenance.'" Oooh, creepy. Now you go to the double doors in the middle of the hallway to face another Boss. Make sure you're as Healthy and Convicted as you can be and fill up on ammo before you go inside.Check out the Boss Section for tips on beating this Boss. There should be an innocent to rescue over by the pillar next to the Health Glyph on the right side of the room. Once you're done you can leave the room, use any Health or Conviction Glyphs that you might need, and head back downstairs to where you started the level to exit at the Green Glyph. Back to Table of Contents >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 14. Mansion Exterior 2 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Vampires, Tentacles, Dogs Weapons Possible: Machinegun "Make your way to Death Row. Arkady's possession and execution freed the spirits last year. Killing him may close the hole." You immediately have a Vampire kicking at your head, so get ready for battle. The steps to the Mansion are on your right and a fountain is to your left. You should recognize this level from before, and should know the area fairly well. If you go left around the fountain you will find a Machinegun in the bushes before you get to the path, and if you go back all the way around the fountain back towards the Mansion again, you'll notice a Tentacle, and the Health Glyph is in nearly the same place it was before. There are a couple of Vampires near the gravesites, and further back by the wall is another Machinegun. Now go all the way down the path to the puddle by the wall, and go all the way left to find yet another Machinegun in the corner. Kill the two Tentacles by the gate. Do what you need to do and activate the Green Exit Glyph when you're ready to go back into the Main Yard. Back to Table of Contents >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 15. Main Yard 2 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Dogs, Zombies Weapons Possible: Machinegun, Shotgun, Flamethrower "Find a way into the Main Cellblock. There should be a key to the gate somewhere." You start out in front of a door, with a few Zombies spawning nearby. Use the doorway as a place to duck into and regroup, and work your way through the creatures methodically. You should have noticed a Blue Information Glyph that just tells you that Degenhardt disappeared after the execution last year. Watch out for the Zombie with the Flamethrower on the right, if you shoot him he'll explode, so shoot from afar and watch the other Zombies taking potshots, and some Dogs will probably appear sooner or later. There is a fence to your left, and a little farther down on the right are some more Flamethrower-Zombies. If you go a little further you'll notice the steps to your left, and pretty soon a lot of Shooting Zombies and Flamethrower guys are going to start spawning. You should be able to pick up a Shotgun or two from the Zombies. There is a Health Glyph in the lower right part of the area. One of the creatures should drop a key, and once this happens, you can activate the Green Exit Glyph. Back to Table of Contents >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 16. Cell Block 1 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Zombies, Blue Specters Weapons Possible: Machinegun and Shotgun "There are several innocents locked in the cells. Get them all out of there!" You start out in the visiting room of the prison, where the prisoners go to talk to their visitors on the phones with the bulletproof glass between them. You can actually jump and shoot through these cubicles though, which helps keep the creatures from getting at you. Shoot all the Zombies, and then go down to then end where there's some rubble, and wait for a Blue Specter to show up and give you the key to get out the door on the right. Go up the stairs, and through the gate by pressing A. As soon as you come into this room you should see a green switch to the left of the doorway. Press this to deactivate the cell locks. You'll probably trigger a few Shotgun Zombies, so if you want, you can go back through the door you just came in to shoot them through the fence with a shotgun. Or you can also jump into the middle part that's separated by the railing, kill off the few Zombies that are in there and grab the Shotgun, and then run up and down the length of it killing all the Zombies over the fence, and they can't get to you at all. Minimal loss of Health that way, or great bodily harm by hacking your way through, I'll let you decide. Try to clear out this whole area before opening any of the cell doors, because most of the cells contain multiple Blue Specters, which aren't any fun if you have a bunch of Zombies munching on your shoulders. Anyway, after you clear the pathway, start opening the cell doors. There should be a total of six innocents: I found them in cells #1, #4, #6, #8, #13 and the cell at the very end on the right. (This is past the row of cells, near the exit) I found Conviction Glyphs in cells #2 and #14. I found a Health Glyph in cell #11. There are Machineguns in cell #3 and #8, and a Shotgun in #9. In the cell at the end is the last innocent (if you got all the rest) as well as a Machinegun, another Health Glyph, and some Blue Specters and Zombies. Once you get all the innocents you may move on from this level, and make sure you fill up your Health and Conviction! The Green Exit Glyph is near the last cell. Back to Table of Contents >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 17. Cell Block 2 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Zombies, Blue Specters, Playground Boss and Skitters Weapons Possible: Machinegun, Shotgun, Rocket Launcher "This makeshift tunnel is the only way through the cell block. Make a clear path for innocents by killing all the monsters." Right away there's going to be two Flamethrower guys and some Zombies, so use a special weapon to take these guys out quick. Run along the fence for a second or two and get some Zombies to spawn on the other side, and then use an Edge to kill off a few groups if possible before going in. You can even shoot them through the bars with a Shotgun, but for goodness sakes, don't just go in there! Clear out a few rounds of Zombies first. Go through the left door when you're ready. You're in a hallway with some Zombies and Blue Specters, as well as a Machinegun, a Conviction Glyph and a Rocket Launcher. When you get down by the Rockets, two Flamethrower guys will appear, one of which has a key for you. Go through the last door on the right to find another Playground Boss waiting for you and some Zombies too. If I were you, I'd trigger them and then go back through the door to shoot at them from a safe distance since he's letting off Skitters as well. An Edge would work well here since there's a Conviction Glyph back down the hall to refill. This Boss isn't as hard as he was in the Playground, so he should be dead pretty quickly and you can move on. Once you go inside there is a Machinegun and a Health Glyph along with some Zombies. After you defeat them, you've cleared the path and your Objective is complete. The Green Glyph should be glowing now, so you can use the Health Glyph if necessary and exit this level. Back to Table of Contents >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 18. Hospital Roof >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Gargoyles, Zombies, Vampires, Blue Specters Weapons Possible: Machinegun, Shotgun, Flamethrower, Rocket Launcher "This catwalk will take you to the Prison Infirmary building. Enter through the roof and find a way to Death Row." **Quick walkthrough strategy for this level** **It is possible to run through this level quickly, but I wouldn't recommend it. Patience and strategy are key elements in making it through these next few levels without losing all your life and ammo. However, if you just want to get this done and over with, clear out the area that you start out in so that you have access to a Health Glyph. Go over the bridge, don't bother talking to the bystander because you don't really need to and it just takes time and effort. Continue running across the bridge, take a right at the end, and then take the first left you come to, where you should find two Gargoyles and a Flamethrower that will respawn twice more in front of a gate. After you kill the third Flamethrower guy, go through the gate and hug the left wall. Run past the first little building and start looking for a Flamethrower guy who should appear a little further ahead and to your right. He has your key. Kill him and grab the Rocket Launcher (more towards the right, next to one of the other small buildings) if you want on the way out. Go directly across to find the Hostage area, and after you clear out this part, you are ready to leave the level.** For an extra challenge, try saving all the hostages without any loss of life. (on their part -- and yours) **Complete Walkthrough for this level** Immediately you should see a Red Gargoyle drop out of the sky in front of you and another drop in behind you. Quickly run to the left and go atop a ramp from which you can shoot fairly safely. There are some Zombies with guns, so you'll have to dance around a little, but this is probably the safest place simply because they don't know how to climb very well. You'll probably get four more Gargoyles, but if you need a Health Glyph there's one in the upper-middle section of this rooftop. (In other words, it's a pretty straight shot up from your start point; you should see it from the ramp) You should trigger some Vampires from which you can pick up a Machinegun near the Health Glyph. Go over towards the right to kill more Zombies and pick up some Shotguns from there, and then head over to the walkway on the far right. There is an innocent to save on the walkway, and you can pick up some Shotguns from the Zombies. Talk to the Bystander who says, "I saw some women with guns herd a bunch of people over that bridge and onto the infirmary roof. Rescue them before entering the Infirmary." Right after reading this three Vampires will appear, and if you don't shoot them almost immediately, you will lose this Bystander. (Not that it's crucial to the game, but that's no reason to let the poor thing suffer) Something quick like a Machinegun is good to keep them off balance enough so that they can't attack back. Follow the path all the way down, and kill four Gargoyles and some Zombies when it connects onto the other rooftop. Here you can either go left or right, so I'm going to start with left. A bunch of Zombies and some Vampires are going to spawn here, so use the small buildings as cover, and you should be able to pick up several Machineguns from the Vampires. Go along the left side to rescue an innocent, and then towards the back to find a Health Glyph and another innocent towards the right. You should also be able to pick up some Shotguns from enemies over here. Come back around the right for more Exp, or if you prefer you can go over the skylight windows to avoid enemies. Now go back to the walkway to go the other direction. You may encounter four more red Gargoyles if you haven't already triggered them. There are actually several groups of four Gargoyles on the rooftop in total, so don't be surprised to see them coming one right after the other. If you follow along the right wall you will come to a locked gate with a building in front of it, which is where the level exit Glyph is. Go left to pick up a Machinegun, but don't go into that gate yet. If you go close to the gate you will trigger some Gargoyles and Flamethrowers guys, so be aware of that. For now, go straight past the gates on down the roof to where an another innocent is cowering, fighting the Gargoyles and Zombies along the way. Once you get to the end where it splits to the right and to the left, you'll get about a bazillion Gargoyles, but there's a Conviction Glyph on the left side, so use you melee weapons or Edges, and you should be fine. There is a Machinegun to the right side, and once you're all set you can go back to the gate that is located to the left of the Exit area. (In other words, the area that is to the right after you cross the bridge and then the first left that you can make) You may be able to pick up a Flamethrower from one of the guys outside this gate. Two Gargoyles and Three Flamethrowers should appear, and kill them all before you go through the gate, because once you kill the *third* Flamethrower guy outside this gate it will trigger the Flamethrower guy with the key *inside* the gate that you need to get to reach the hostages. Once you go in, you'll have four Vampires show up, so kill them quickly before they take too much life off your meter. Further ahead on the right is a Rocket Launcher, and on up ahead are two more innocents and a Shotgun to their left. There is a Flamethrower Zombie in this area with your key if you killed all the Flamethrowers outside, so carefully take out all the creatures in this area. (They will probably drop several more Shotguns too) Go back out the gate and to the right of the Exit Glyph to use the key on the locked gate. The hostages that you have to save are just ahead. When you go through the gate, you'll trigger some Gargoyles, but don't go too far ahead just yet; try to stay back and kill the Gargoyles first. After that, move forward and you will hear a hostage scream that they're going to kill her. If you're still fighting the Gargoyles, it's probably OK, but you want to make saving the hostages your priority. When you see the Vampires materialize and start to shoot at the hostages, that's when you need to get over there and start saving them ASAP. It is pretty likely that one hostage will die, and as far as I can tell this is *almost* unavoidable. You can use Martyr and activate her speed Edge (right after killing the Gargoyles) to run over there quickly and save the hostages before the Vampires start shooting them. Try to run quickly through the group to free them, starting with the one at the right, and working your way around clockwise. I also used Martyr and had a friend use Judge, and after a bazillion tries, we saved *all* the hostages by letting Judge lead ('cause he's so darn slow) and then using Martyr to run up to save the innocents while Judge took out the Vamps with the awesome crossbow. The vampires trigger right after the spot where the Gargoyles appear, so be ready to run when you hear them scream. If a hostage dies, that hostage will turn into one of those Blue Specters and start attacking you. (It's really no big deal if you lose one or two hostages, but be careful not to lose any more than two otherwise you have to start the level all over again) Machinegun (Or Judge's Crossbow) is best for this part because it kills quickly and you get a lot of replacements from the Vampires when they die. Once you rescue the hostages, you are free to leave the level, and if you need more ammo, you can go further back in the hostage area to trigger some more Vampires. You do trigger quite a few though, so take this back area carefully. Try to make sure all the Hunters have maximum ammo for as many weapons as possible, and refill your meters, because next you go inside... the Hospital. Back to Table of Contents >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 19. Hospital Interior 1 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Zombies, Flesh-Crafted Raver, Skitters, Hulks, Playground Boss Weapons Possible: Machinegun and Shotgun "The stairway entrance to the lower levels of the Infirmary is locked. Degenhardt's cohort, Dr. Hadrian, may be lurking below." This is a big open room with several doors leading off of it. You can either clear this room right now, or go around to the different doors and clear it in parts as you go along. I prefer to clear it out ahead of time, because sometimes it's nice to be able to duck into that room out of the corridors because it gets a little heavy in there, so I usually work myself around the room clockwise. The Shotgun (or crossbow) works best here, usually kills the spewing white Zombies in one shot. In the center of the room there is a little office with a Health Glyph inside it, as well as a Shotgun and a computer that reads, "From the journal of Fr. Cortez: The Death Row inmates are constantly in and out of the infirmary. I would speak to the Warden about it, but he is difficult to find during the day." Do you think it's because he's... SATAN! Hehehe... Anyway, so whether or not you already cleared the room, you've got to pick a door to go through. There are four doors, at "North-East-South- and-West" of the center office, plus the door between the "East" and the "South" door, which will be where the Green Exit Glyph will be glowing when we complete the level. So I hope this makes sense to you when I say go through the East door, etc. East is directly across from the opening to the office, and North is close to where you started the level. You're looking for a key, which will be dropped by one of the Playground Bosses in one of the wings, and it can be random I think.... (although I do often find it in the East Wing) **Strategies for this will vary widely depending on the number of Hunters playing, and how quickly you want to get through the level. If you want a lot of Exp points, you may want to fight every monster, however, in doing that you might as well settle in for a couple hours playing time to do every single level perfectly. You may just want to run through some of these monsters, kill some on the way up, kill more on the way back, so it's up to you. Personally I think it's worth the exp you get, but there's tons of places along here to trigger fights. Running along the sides of the walls over the beds will trigger more Zombies with guns, and running down the middle causes Zombies to materialize out of this air and swipe at you. In some places you can run in and save an innocent, and run back out avoiding larger monsters that might only appear further back in the room. Sometimes you just get sick and tired of having one Zombie spawn at a time a dozen times over, and you leave to go somewhere with more action. Tip for Multiplayers working your way through these wings: This is one of the few areas in the game where you can have Hunters hugging both sides of the walls and the camera angle will show you the whole room. This might be the best way to work through the hallways, because going straight down the middle can lead to Zombies popping out of nowhere and taking a chunk off your Health meter before you can get out of the way. If you have two or more players, you can position one on each sided, and this way you can effectively cover each others' behinds when these nasty Zombies rise out of thin air. Of course, if your game settings are such that you can kill your partner(s), this may not be such a good idea, unless you're an *extremely* good shot. OK, back to the Walkthrough.** North Wing: OK, so I'll assume you ran for the nearest door to get out of that room, and this was it. You're going to see a long hallway with beds lining either side. Work your way down the hallway (or you can run and jump to skip over them) and go to the left for a Health Glyph if you need it, and to rescue an innocent, being mindful of the Flesh-Crafted Ravers. In the lower left part you'll find a Shotgun. There is another innocent if you head to the right, and if you go into the back part of the room you'll trigger the Playground Boss again, complete with Skitters. Be careful of the Hulks in the lower part of this side of the room, if you haven't killed them off already, they can make it difficult to run freely. Now that you've leveled up some, it shouldn't be too difficult too kill these creatures, especially with a Health in the room nearby. Now let's head over to... East Wing: Very similar room to North, but as you start running through, you might notice some Skitters dropping near the beds, so watch out that you don't have to Stop, Drop and Roll, 'cause it'll cost you some Health points. No worries, there's a Health Glyph outside in the other room if you do get surprised. A Shotgun is up a little ways up on the right (on a bed) and by the way, you probably noticed that you can shoot other things in here, like those divider things. It may help to get those out of the way so you can see clearer (since your weapon will be aiming at it anyway) but I wouldn't waste good ammo on it. The second half of this hallway is Zombies, and when you get to the end you should be prepared for Playground Boss and some more Skitters. There is a Conviction Glyph over to the lower left of this area, and to the right is an opening into a larger, open room with a lot of creatures in it. You will probably find an innocent at the right corner when you go in, and as you free her you'll be triggering the white Flesh-Crafted Raver Zombies to your right along with Zombies and Skitters, although you can't really see them unless you run over there. There is a Shotgun in the upper left part of the room, and when you're all set just go back out into the main room to... South Wing: If you've already got the key, the Green Glyph will be glowing and you can go on to the next level. Although there are more innocents to save and ammo as well, so why not kill some time while killing Zombies? This time as soon as you go through the door there's a couple of Hulks to your left, and again on your right, and suddenly they're all over the place. Don't panic, they're quick on their feet so stay near the door in case you need to beat a quick exit to a Health Glyph. (If you use all the ones in the center, you can always go back to the North Wing) Once you get to the end, you can left or right, but it goes all the way around anyway. Left is closer to the next Conviction Glyph, and towards the upper right you will get a Machinegun, but on the way you'll encounter shooting Zombies, the White Flesh-Crafted Raver Zombies, and some more Hulks. There is an innocent to save further down on the right, or you might have seen her right away when you came in and already rescued her, so either way, leave the room and head on over to the... West Wing: (Never watch the show myself... Sorry, couldn't resist!) Starts out like all the others, although by the time you get to the middle of the hallway the Playground Boss has already come out to play. Some White Flesh-Crafted Raver Zombies appear when you first go inside, so make sure you get rid of those before continuing and triggering the Playground Boss. You can always trigger and then leave the room to use an Edge through the door. Get past this area and the room opens up with an innocent and a Machinegun up on the left. Lots of stuff to kill in this room, same as the others, so once you satisfy your blood lust, go back into the center room. Try to fully Heal and Convict yourself (hehe) and go activate the Green Exit Glyph. Back to Table of Contents >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 20. Hospital Interior 2 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Doesn't matter, you don't have the time Weapons Possible: See Above "The fires have weakened the building structure. You have about 6 minutes to find the five people in here before the whole place collapses. You'll have to use the freight elevator to get to the lower level." OK, no time to dilly-dally, you gotta get out of here and find five people before you do, so get a move on! You're totally familiar with this place by now, and it stands to reason that four of the five innocents are in each of the Wings, with the last one being in the center office. As tempting as it might be, you should not stop to kill anything. Except maybe any Skitters or anything that's *really* getting in your way. If they do gang up on you, try jumping out before they sink their claws into you. Best strategy is to run through, find the innocents as quick as possible, starting with North, then East, then center office, then South, and ending with West, because that's where the freight elevator is located. (It's to the left when you first go inside) Things are going to be shaking the whole time and throwing you off balance, and if you get caught up in some Zombies, remember to try and jump your way out of it. It gets trickier with more Hunters, but even with only one you still don't have too much time. Get in, and get out. *Cannot stress that enough* North: There's a Health Glyph right next to the innocent. Go back until the path splits, you want the left side and you'll probably see the Orange glow of the Glyph behind a divider on the right wall (of the left side) which you can shoot out for easy access, run over and save her, Heal yourself and leave. Shotgun in the lower left area nearby, just in case. You should have about five minutes left. East: When the hallway turns to the left a little, there is a Flamethrower guy next to a divider that is hiding a Conviction Glyph. Go into the room ahead and the innocent is in the lower right part of the room. Hopefully you're not so stranded for ammo that you need the Shotgun in the upper left corner. Turn around and run... Center: You might need the Health by now, so rescue the innocent and Heal, grab the Shotgun and go to the South Wing, making sure not to mistake the door in between as a viable exit. South: Watch out for Skitters! By this time you may have about three minutes left if you're running fast, so you can afford to head around to the right and get the Machinegun if you like, and then over to the upper left where the innocent is, as well as another Conviction Glyph. Continue running around back out to... West: Freight elevator to your left as you go in, but for now head all the way back towards the burning mess in the back. The innocent should be on the left of the fire towards the wall. You have between one and two minutes at this point, so if you want you can head back around down the left wall, grab the Shotgun on the way, shoot out any barricades that block you, and then it's just a hop, skip and a jump to the freight elevator, which you should've seen on your way in hopefully. Freight Elevator: Grab the Machinegun and the activate the Green Glyph! Back to Table of Contents >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 21. Morgue >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Zombies, Hulks, Boss Dr. Hadrian Weapons Possible: Machinegun, Shotgun, Flamethrower, Chain Saw "Ashcroft Penitentiary had more 'accidental' deaths than all the prisons in the entire state combined. Looks like more of Dr. Hadrian's work." You're in a big rectangular room with those white Flesh-Crafted Ravers. After you kill them go into the door on your left to kill some Hulks and more white things. On the left side, second passage up, there is a Shotgun. A Health Glyph is in the middle of the room, and next to it on the right is an innocent hiding, and above that, a Machinegun. Hulk has the key, so once you get that, go through the door at the end into a circular room. There is a Health and Conviction Glyph in here, on opposite sides of each other. Near the Health side on the upper level is a Machinegun. Get the key to go through the next door. You'll immediately notice a Shotgun to the left in an alcove. Down the hall a Machinegun is right behind the column in the center. A Health Glyph is ahead on the right, and all the way at the end is a Flamethrower. Turn back towards the left a little, and you'll see an innocent by a wall, with a Shotgun a little further on near the fence. Go right, down the stairs and grab the Chain Saw on the left. Refill your Conviction at the Glyph on the right, then down the hall to get a Machinegun and a Health Glyph if you need it. Check out the Boss Section for tips on beating this Boss. After you kill him you'll watch him burn, and then you go to the next level automatically. Back to Table of Contents >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 22. Sewers 3 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Skitters, Zombies Weapons Possible: Machinegun, Shotgun **Accuracy Glyph on this level** "What was Hadrian doing with those corpses he pushed aside? His servants have taken them into these tunnels. But why protect corpses?" There's only one way to go, so start fighting off the Zombies and White Flesh-Crafted Ravers, and go into the circular room. Health Glyph across the way, and a Bystander and Shotgun to the right. The Bystander says, "Those creatures locked the corpse gurneys behind these gates. You'll have to find the switch to open the gates and then burn the bodies." Turn around to the gates on the left, and to the right of that gate is a red switch that you can activate to raise the grate. Go through to the end, where there is a Machinegun and an innocent to rescue. Now go into the door on the right, and up ahead it will split to the right and to the left. Go to the right to grab a Machinegun, and then back to the left past where the Flamethrowers are to where it starts to curve right. There is a Shotgun on the left side as it starts to curve, and just to the right of that is a door you can enter. Here you'll find a Conviction Glyph, a Flamethrower, and the other switch to the grate that you need to activate. Go out the door, and back the way you came from in order to get to the other grate. Go through the now-open grate on the opposite side of the room, towards the corpses you see down the tunnel. When you activate them, an explosion will occur to burn the bodies, and there should be a Health Glyph behind the fire if you need it. Turn around and go back now to the other side again, all the way until you see the door where the switch was, and over around on the right should be a gate to go through. Once in here, run straight across to get a Shotgun, and then go through the door. In here you'll find two innocents and an Accuracy Glyph. Go back out and right and across to find an innocent and another Shotgun in a pipe. Now go left and grab the Machinegun before turning right to see the Green Exit Glyph. Back to Table of Contents >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 23. Machine Shop >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Enemies Encountered: Skitters, Zombies, Machine Shop Robots Weapons Possible: Machinegun, Shotgun, Flamethrower, Rocket Launcher
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