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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter H » Hunter: The Reckoning - Strategy Guide (Page 03)

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.

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12. Mansion Exterior 1
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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.

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13. Mansion Interior 1
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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.

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14. Mansion Exterior 2
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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.  

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15. Main Yard 2
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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.

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16. Cell Block 1
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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.

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17. Cell Block 2
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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. 

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18. Hospital Roof
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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.

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19. Hospital Interior 1
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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.

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20. Hospital Interior 2
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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!

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21. Morgue
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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.

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22. Sewers 3
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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.

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23. Machine Shop
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Enemies Encountered: Skitters, Zombies, Machine Shop Robots
Weapons Possible: Machinegun, Shotgun, Flamethrower, Rocket Launcher

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