Evil Dead: Hail To The King - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Evil Dead: Hail To The King - Strategy Guide (Page 02).
They can be devastating, but they aren't very bright. The red monks only have long-range attacks so stay close and keep hacking at them. The grey monks have long and short range attacks--watch your health during the fight. -------------------------------- Nether-Beast Familiars Attack: Very Low Speed: Medium Stamina: Low Intelligence: Low Respawn: Yes Strange, almost-cute creatures summoned to serve the Guild. There are three kinds of nether beasts, but they're all pretty harmless--just use your axe and build up your health-kit supply with them. ------------------------------------ SECTION 6: WALTHROUGH DISC 1 The first disc is somewhat non-linear; you can get the items and pages in any of several different orders. For this walkthrough, I've chosen the quickest and easiest path--but there are other ways. 6.1 Exploring the Cabin 6.2 Outside the Cabin 6.3 Wolverine Campground 6.4 Hellbilly Land 6.5 The Maze of Trees 6.6 The Hellbilly Shack 6.7 BOSS: Grammy 6.8 Back to the Maze of Trees 6.9 BOSS: Tree-Monster 6.10 The Page on the Bridge 6.11 BOSS: Scoutmaster Nugent 6.12 The Archery Range 6.13 The Church Graveyard 6.14 BOSS: Skeletal Ash 6.15 Knowby's Fruit Cellar 6.16 FINAL BOSS: ????? ---------------------------------------------------- 6.1 Exploring The Cabin The game begins with Ash making a tape-recording of his plans to find the missing pages and rescue Jenny. As soon as he gets finished, you have control. Pick up the save-reel flashing on the professor's desk and go to the inventory screen. Load the gun, but use the axe as your secondary weapon--you won't need the handgun for awhile. Walk to the right of the desk to the next screen and quickly turn on your chainsaw-- your first battle is coming up. On the wide-view of the cabin, walk down a little bit and one of the legless deadites will leap up from the ground to attack you. Keep pushing down into the monster and alternate between swinging your chainsaw and hitting it with the axe. Keep attacking it and it shouldn't have time to respond or hit you back. Make sure you use the chainsaw to finish it off and use a one-liner as it dies--you'll usually get a large health kit. That deadite never respawns, so you now have the living room to yourself. The first thing to do now is to search out the cabin. Walk to the left of the fireplace until you see two doorways. Go through the left door and into the old bedroom. If you don't want to fight, quickly run up through the room to the door on the opposite side--otherwise a deadite will erupt from the window and attack you. Unlike the living- room battle, this one will constantly respawn. The good news is that the respawning deadites here only replace each other--they won't gang up on you. This room is a good place to build up your health kits later, but for now just run through the room into the adjoining piano room. Ash will notice a Necronomicon page sitting on the piano (how the heck did the professor miss that page?!). After that slightly spooky sequence, pick up the page and read it--it lets you know that really bad things are happening, just in case you hadn't figured it out already. There's nothing else to do--Ash just won't play the piano, maybe because of that clunky chainsaw on one hand--so leave through the door opposite the window and you'll find yourself in the hallway. The door at the end of the hallway leads outside and you don't want to go out there yet. Instead, go to the room across from the piano room. It's a bathroom-- inside the medicine cabinet are some vitamins (orange-flavored, no less) that will work like a large health kit when you use them. You can also check out the toilet if you want--it makes no difference to the game, but considering some of the bosses you're going to face, you may want to take care of business first. Now go back to the hallway and walk toward the camera to the next doorway on the right. This leads to the kitchen, where you'll find a sandwich in the fridge. Ash doesn't seem to be bothered by the fact that it must be at least eight years old, so take it and use it as a small health kit. Also check out the counter on the right side of the kitchen to find a biscuit. You now have everything you need from the cabin, so it's time to venture out into the demon-haunted woods. --------------------------------------------------- 6.2 Outside the Cabin Leave the cabin through the back door, the door in the hallway. You'll emerge in the back of the cabin with a mushroom, a small gas-tank, and a crowbar. Pick all of them up--the red mushroom may seem useless now, but you'll definitely want it later. Then head to the right of the cabin to the old workshed, slashing away any deadites that pop up on the way. They respawn here so don't try to kill them all--just clear a path to the workshed as fast as you can and run through the door. Here you'll find your first inventory chest. Definitely save the game here and put away the converter, the mushrooms and crowbar--you won't be able to use them until you get to the next chest. You'll notice that you can still hear the deadites snarling outside. Take a deep breath and run outside, switching on your chainsaw as you step out the door. Fight off the two deadites waiting for you and run to the other side of the cabin as soon as a path clears. Run up along the side of the cabin and grab any mushrooms you find along the way. You're now in front of the cabin--just dodge the deadites while you pick up the mushrooms and run to the left side of the cabin; be careful to not pick up the shovel lying on the grave, no matter how tempting it looks. Run down the side of the cabin to grab a large gasoline can--you're probably going to need it by now. Since this is a narrow dead-end path, you're going to have to fight your way out. Just hack and slash through the deadites and go back to that smoking grave. Pick up the shovel and get ready for a surprise! Man, and you thought YOUR old girlfriends were bad! Stay on the headless dancing corpse of Linda and whack her with the chainsaw and axe--if she gets too far away, pull out the gun and start shooting. After a few hits she'll leap away into the night, never to be seen again. ----------------------------------------------------- 6.3 Wolverine Campground Run south from the cabin entrance and follow the dirt road to the bridge, dodging or killing any deadites that get in your way. You'll find your car and a Necronomicon page hanging from the wrecked bridge. You can't open your car (Jenny had the keys) and you can't reach the page--hmmm, just a coincidence? At any rate, run left from the bridge to find an old hiking trail. Follow the trail along a ridge--a new enemy is waiting on the ridge for you, flapping skull-headed bats, but they'll respawn and are so easily dodged that it's not worth the time and health to fight them. Just keep running along the ridge and they probably won't hit you. As you arrive at the park, you'll hear an evil cackling sound. Walk a little further and you'll discover the awful truth--evil cackling demon- possessed Boy Scouts! Okay, so these are technically Wolverine Scouts, but either way the kids at Camp Crystal Lake had it easy compared to these guys. Two deadite-scouts will rush in to attack you. You might want to draw your gun on them, although a few quick slashes will take them out. Don't try to kill them both at once--just focus on killing one deadite and let the other run around until you're ready to go after it. They shouldn't pose too much of a threat and there's a stick of beef jerky waiting for you on the right picnic table to help heal you after you're done. Check out the firepit to find some lighter-fluid and follow the trail to the right. You'll find a crossroads; go east and you'll see a locked chain-link gate and a file. Read the file to learn about Father Allard, Knowby's old friend. Encouraged by the thought of "meeting new friends" at Allard's old church, go right back to the fork and head south. If your chainsaw's nearly empty, fill it up now--you're gonna need it. You've just stumbled onto Camp Evil Dead! Yikes! Two deadite scouts will attack you at a time, some flinging arrows while others slash at you with knives. They won't respawn but there are aLOT of them, so you may want to just run through the camp and follow the trail leading up the mountain. Still, you're going to come back here several times, so I recommend killing them off now. Just use the same strategy that you used at the picnic tables, attacking one and then killing the other after the first is down. Keep using health and gas items when you need them. There's eight or ten scouts to kill, after which a save-tape will appear on the ground and legless deadite-spirits will start attacking. These will keep spawning so just search the tent to the left of the big tent for a letter and the big tent for rifle shells. Now cross the campground to find a rocky trail leading up the side of a cliff. Follow the trail to a caved-in mine entrance. Have Ash search the rocks for a sudden flash of insight from Ash and then use the shovel; he'll clear out a small tunnel and crawl into the old mine. Here you'll find the Wolverine Scout guide and an inventory-chest. Save the game and take out the converter, the crowbar and the mushroom you put in the chest. Put the rifle shells and lighter fluid in the chest for now. Now that Ash has read the Wolverine Guide, you can use the converter to change white mushrooms into small health-kits! Take note of the missing battery in the control panel that should light the mines, and then head back out into the campgrounds. -------------------------------------------- 6.4 Hellbilly Land It's time to go back to the cabin, the same way you came. Leave the camp, turn west at the crossroads, go past the picnic tables, up the ridge with the skullbats, walk down below the bridge and follow the dirt road back to the Knowby cabin. From here you'll want to go west, past Linda's old grave. There's really no way to avoid fighting the deadites on these trails, so just pick up all the mushrooms and health-kits you find and keep swinging at them until your path is clear. Keep following the trails and you'll finally come to the old shack Knowby mentioned in his journal. Nice place...for an undead redneck. One of the possessed hellbillies will float toward you--use the gun to take it down before it gets too close. Be sure to pick up the crank lying beside the old rusted cars south of the shack. You can't get into the cabin yet--it's locked from the inside. Instead, pick up the mushrooms lying about and walk past the cabin to find a generator. It needs a pull-string to get it started--the sort of thing you might find on a lawnmower. Anyway, go down from there to find a still and have Ash search it to find a jug of moonshine. No, you can't drink it...Ash doesn't even want to risk touching it! Now go down past the still to find another trail, one leading up into the maze of trees that nearly killed the good professor. Pick up the gas-tanks you'll find along the way and brace yourself. ------------------------------------------------- 6.5 The Maze of Trees It's time to see if Ash can survive where Professor Knowby and several of Ash's friends have all failed; the undead forest-labyrinth. The skeletons you'll face here are some of the hardest enemies in the game and can run as quickly as Ash. You should pick up every mushroom you find, avoid every fight you can, and if you don't want to read the directions for getting through the forest, you'll also probably need to draw a map of the maze--it has at least three different entrances. Once you get into the forest (you'll know you're there when the landscape changes to a dull brown vine-covered forest and the music changes slightly), run up the trail and turn left down the first fork in the trail. Try to stay on the right side of the paths--skeletons will erupt from the ground if you walk over their graves and there seem to be less of them on the right-hand side of the trails. Follow the left trail until you reach an up-down fork in the path. Go up until you seem to reach a dead end. It's really not--just run left of the wall and you'll see a small clearing with a lawnmower. Check it out and you'll find a pull-string...just the kind you might use to start a motor. Now head back out the same way you came: go back down the trail, then go left onto the first path you see, follow this path, then go right onto the first branching trail you find. That'll take you back to the hellbilly cabin. If you're lucky you won't see any skeletons--if you do, just stay close to them and keep swinging the chainsaw. Your pistol really doesn't do much damage to them, so keep the axe handy for finishing moves. ------------------------------------------------------ 6.6 The Hellbilly Shack Before you use the rope, look around the shack for any mushrooms. This is the last chance you'll have to search this area without any distractions, so make the most of it. Now walk up to the motor, then select the rope from your inventory and use it. Once you use the rope on the motor, two of the possessed locals will emerge from the shack to see what's going on. They move very slowly, so just back away while you ready the chainsaw, then attack the first one that reaches you. By the time the second one arrives, you'll be cleaning the first one off your saw. When these two are out of the way, quickly run to the door of the cabin, grabbing the save tape in front of the cabin on the way. Legless deadites will start to spawn, so just get off the screen fast by going through the open door. You're now in the hellbilly cabin, and what should be waiting for you but your old boomstick! Now Ash is ready to kick serious deadite... Try to ignore the horrible screams and groaning chants long enough to pick up the file on the ground and read about the family's misadventures with Grammy. Then walk away from the fireplace until you see a door leading into the next room, then walk to the right of that, into the corner. You'll see a table propped beneath a trapdoor--climb onto the table with the O button and select the crowbar to climb up into the attic. A strange skeletal old granny says her deadite boys trapped her in the attic with a magical amulet and now you have to rescue her. The deadites never seemed to shy away from killing before and you've never seen one keep a journal, but since she does claim to have one of the pages, there's not much to do besides look for that amulet. Before you go, she'll give you the key to the pig-sty, which lies deeper within the shack. Now go back to that door on the left side of the wall and follow the long hallway down into the next room, where Ash will automatically find a moonshining magazine. The good news is that you can now turn red mushrooms, lighter fluid and moonshine into chainsaw-fuel! The bad news is that there are two possessed hellbillies waiting for you when you return to the main screen. Run back down the hallway you came, killing the deadite blocking the hall with a combination chainsaw/shotgun attack, then turn back around and brace yourself for the other approaching deadite. As long as you attack it first and stay on it, it shouldn't give you too much trouble. Now go back up into the room where you found the magazine, and head left. In this roasting chamber, you'll find a glittering sausage-link beside the table on the far side of the room, which works like a small health kit when you use it. Forget the chainsaw hand--Ash must have an iron stomach! Anyway, go out through the left door, where Ash'll find himself ankle-deep in a room flooded with blood. If you're wondering where all this blood came from, just check out the walls... There's an inventory-chest and a pump in this room. First save your game with the save-disc you found outside the cabin, then check out the pump. It's missing two parts--you have one of the parts already. Use the crank and the pump's half-fixed. Now you can unlock the door to the left of the inventory chest with the pig-sty key and check out those strange growling noises coming from behind it. You're in the pig-sty and when you walk half-way up the screen a demon- pig's going to erupt from the mud to attack you. There are two pigs in the pig-sty and, unless they corner you, you should try to avoid fighting them--you'll never come back to this room again anyway. Run up to the far side of the room and you'll find one of the pieces of the pump lying in the mud--look for the glitter. Grab it and run back the way you came. Now use that piece on the broken pump and it'll work, draining the blood away to reveal a grate in the floor. Check out this grate and you'll find a drainage pit. There's a pig in here and since the room's so small, you'll have to fight it. Just keep chainsawing it until it dies. Then grab the shining amulet on the other side of the pit and climb back up the ladder. It's time to talk to Grammy again. --------------------------------------------- 6.7 BOSS-BATTLE: Grammy Surprise! Grammy is really a gigantic deadite monster and you've just released her from her prison! Okay, so absolutely nobody is surprised by that, but this is nonetheless going to be one really hard fight, featuring perhaps the coolest boss-theme music in the game. Grammy is a monster-spider with tall spindly legs and normally her tiny body is out of reach. The trick is to stay beneath her and swing the chainsaw when she swoops down to attack you--fortunately, she'll flash green just as she starts to attack. You'll only get one hit each time she ducks so be patient and stay on her, preferrably between her hind legs so she can't slash you. When you hit her she'll recoil and rise without swinging back so the battle shouldn't take too much health, though it might drain your gas-tank dry, since Gram's attacks come randomly and you can't afford to turn off the chainsaw while waiting for them. Don't bother with the guns--Ash fires them too slowly and she'll usually rise by the time he pulls the trigger. Besides, the chainsaw does more damage to her than bullets. Just keep slashing with the chainsaw every time she ducks and she'll finally keel over. It turns out she was telling the truth about one thing: she really did have one of the pages of the Book of the Dead. Pick up the page and the herbicide she leaves behind and then get out of the cabin, watching out for both a save-tape and a single deadite-pig in the cabin's living room. -------------------------------------------- 6.8 Back to the Woods Now it's time to go back to the maze of trees. Go back the same way you went there the first time and follow the path until you reach the first left-right fork. Go right this time, and introduce any skeletons you meet to your old boomstick--it'll sometimes kill them in one hit and makes a great finisher. Keep going down that path until you see a second path branching off to Ash's right side. Turn down this path and follow it until you see a path branching off to the left. Turn down that path and you'll come to an intersection of four paths. Take the left trail and follow it straight down. You'll finally reach a path blocked by thick green vines. Use the weedkiller on those vines and get ready to meet every lumberjack's worst nightmare. --------------------------------------------- 6.9 BOSS-BATTLE: The Tree-Monster This is really one of the easiest battles in the game, despite an impressive-looking boss. It can swing its tree-trunk like a scorpion's tail so stay close to its mouth and just keep digging that chainsaw into it like a dentist looking for cavities. It'll lash its tongue at you every few seconds--just keep healing and it'll die long before you do. Once this tree's toppled, you'll get yet another page and you'll meet Father Allard. ---------------------------------------------- 6.10 The Page on the Bridge While Father Allard cowers behind his church-gate, you'll have to go back and find the last two pages of the Necronomicon. The only good news is that you now have your car-keys and the forest-maze has changed back into a normal forest now that you've killed the tree-monster. Alright, no more skeletons! At least, not for a little while... Save the game at the church gate and follow the trail from the church down to the picnic table area, going south from the church until you reach a fork in the path. Going south takes you back to the cabin and west takes you to the hellbilly shack; follow the trail to your right and keep going straight to go back to the picnic tables. Go left past the picnic tables to the ridge-trail with skullbats, then follow the trail up to the wrecked bridge, where your old Delta 88's waiting for you. Use the keys to get into the car. After Ash rams the car into the bridge--he's gotta take his frustration out on something--use the O button to climb on top of the car and get the page hanging from the bridge. Be sure to pick up the battery and head down to the campgrounds along the hiking trail. Run back through the campground and along the ridge to the mine- entrance. Go back to the mine and use the car-battery on the wall- socket you saw earlier. The mine-shafts will light up and you'll be able to follow the tunnels down into some really cool camera-angles and lighting effects. Once you get past those, you'll meet a demon- possessed Mr. Nugent--hey, we all knew it was gonna happen someday, right? --------------------------------------------------------- 6.11 BOSS-BATTLE: Scoutmaster Nugent Scoutmaster Nugent apparently got a special badge in deflecting bullets because he'll laugh off every attack you throw at him. However, the small cave-in he caused when he banged on the support-beams at the start of the fight gives you a clue as to how to beat him--you have to hack at the wooden columns and crush him with falling rocks. Just run from one beam to the next and position yourself on the opposite side of the pole as he approaches you. As he nears the column, hit it with your axe or chainsaw and falling rocks will crush him. You'll have to do this several times to kill him, though. The scoutmaster moves pretty quickly so between hits you may want to run around the area, leading him away from the four support beams so you'll have time to position yourself when you run to the next one. Also, Mr. Nugent is accompanied by skull-bats who constantly fly in to help him...since they hang around the boss, they're not much of a threat, but they'll give you health-kits if you crush them in the rock-slides. Once the scoutmaster's retired, you'll get yet another page of the...just kidding! Actually, you'll only get the key to the archery range and a save-tape. Save the game at the inventory-chest, pull out the rifle shells and get out of the mine, running back to the picnic tables and crossroads. ---------------------------------------------------- 6.12 Moving-Target Practice at the Archery Range The archery range is behind the locked gate where you found the church pamphlet, on the right path at the crossroads. Unlock it and you'll find an eerily quiet archery range and a page waiting for you at the far-side of the range. We all know where this is going, but since you don't have any choice, fill up your health, load the shotgun, and walk over to the page, being sure to pick up the save-tape on the way. Of course, as soon you pick up the page, a couple of deadite kids show up to practice their archery skills on Ash! You can hide behind the targets--but since you'll have to get out somehow, run back to the archery gate and fight the kids. Don't try to leave, you can't until all three are dead; just hack at them with the chainsaw until they drop. You'll get the rifle the deadite-scouts neglected--this is the best gun on the first disc, since it has a farther reach than the pistol and is almost as powerful as the shotgun. You now have all the pages of the Necronomicon and it's time for another talk with Padre Allard. Go north at the crossroads and head back to the church by turning north again at the next four-way intersection. Save the game at the chest by the church gate, then press O at the gate to talk to Allard. ------------------------------------- 6.13 The Church Graveyard Whenever an evil undead force is possessing corpses, I always like to hang out in old deserted cemetaries! Allard has come to his senses and realized that's really not the best place to hide, but of course he's making Ash go in there to find ye old Kandarian dagger. Your goal here is to search out each and every crypt on both the left and right sides of the cemetary, killing the monsters and getting each of the items. Run to the left side first and go into the first building--here you'll find a Wolverine hat and a forest-skeleton...did ya miss them? Kill the skeleton, grab the hat and go back outside. Continue up the path until you see an odd, darker headstone that glitters. Pick it up. Now go into the next building on your left. It's a save-chest. Get anything you need from it and remember this room--you'll probably want to come back here later. Take note of the glittering tombstones in front of the church and Linda's Michingan sweatshirt set atop the middle grave. Now go back down and along the other side of the cemetary, killing any skeletons you meet. Go into the first crypt on your left and you'll find a skeleton, a save- disc and a skeleton in a coffin with a medical bag. Creepy, but since you can't get the bag and he doesn't come to life, just head back to the graveyard. Keep going down the path and enter the next crypt--inside you'll find an evil sapling and a skullbat. If you decide to kill the skullbat, remember to stay beneath it and swing your chainsaw. It'll take three hits to bring it down. Grab the evil sapling and go back outside. You'll end up with a save-disc, a Wolverine hat, a strange-looking tombstone that says "mother," and a sapling possessed by the evil. At the top of the cemetary, in front of the locked church, you'll see three graves with hollow pits in front of them--your next puzzle. The middle grave already has Linda's college sweatshirt in it, so use each item at each of the other two tombstones: from left to right you should use the Wolverine hat and the evil sapling. Just left of Linda's grave is a perfectly-spun doily on the ground. Take a step or two from the doily toward the church, until you're lined up with the other headstones, then use Mother's tombstone to finish the puzzle and unlock the church (if you've seen the movies, this puzzle will probably make a lot more sense.) Arm your shotgun, take a deep breath, make sure you've saved your game in the top left-hand crypt, and then step into the haunted church. ---------------------------------------------- 6.14 BOSS-BATTLE: Skeletal-Ash Just when you thought two Ashes were bad enough...now you've got this eerie levitating rotted-skeleton thing pretending to be you! He's not very hard to beat as long as you stay against him, keep attacking him without giving him a chance to react, and use your med-kits when you need to--also, be sure to load your shotgun after two shots: otherwise you'll waste time and leave yourself open to attack when you reload on- screen. After he dies, Ash will check out the demon-chainsaw and decides it's a perfect fit for his own arm; this boosts your chainsaw's reach and power. The floor collapses and you'll find yourself in... ----------------------------------- 6.15 Knowby's Fruit Cellar Now anyone who's seen the movies knows this is really bad, and anyone else will quickly figure it out after a few fights. Enemies will respawn here but since the rooms are small and you'll only go through them once, and since you're soon going to need all the health-kits you can get, go ahead and kill them, then move on to the next room before they come back. Be sure to pick up the save-tape and any mushrooms you find on the way. Eventually you'll come to a creepy room with a projector. Go to the next room, the door to the right of the movie screen, and search the shelves in this room for some strawberry jam and a wrench. Check out the steam blocking the door at the top of this screen, then head into the projector-room, saving the game at the inventory-chest first if you want. A legless deadite will attack you, but just hack him up and walk to the pipe to the left of the projector. You'll see a bit of steam coming out of it--use your wrench on it. If you did it right, things just got a bit creepier. Now go back into the room with the inventory chest and you'll notice the steam blocking the upper door is gone. If you haven't saved the game yet, do it now: you're about to face the hardest boss in the game. ---------------------------------------------- 6.16 BOSS-BATTLE: DON'T READ THIS UNLESS YOU WANT TO RUIN THE SURPRISE! Oh no, not Annie--I liked Annie. It looks like the professor's daughter has taken after her demon-possessed mother Henrietta and now it's up to Ash to help her rejoin her deceased parents. This is by far the most disturbing boss in the game--just look at its marionette-like walk and its almost-Satanic taunts: "your precious Annie's soul is with us now!" Yikes! And then reload the game, because if you had time to check out either one of those things, then she had more than enough time to kill you! Annie moves fast and her dagger does massive damage...you do not want her anywhere near you. Arm the rifle before you enter this room and stay by the door. The second you see her bouncing onto the screen, shoot her; she'll jerk back with a cry then come at you--shoot her again. After two or three hits Annie will step left or right--adjust your aim and keep shooting at her, waiting for her to start walking before you take the next shot. Always make absolutely sure you count the rifle's six shots and reload on the inventory screen when you run out; otherwise Annie'll have enough time to run up to you while you're trying to reload and things will get really ugly. Once her life-meter is half-gone--by then you'll probably be out of rifle shells and working your way through shotgun-rounds--she'll change form. Now you're fighting the snake-headed beast from Evil Dead 2, and to make matters worse her health has been totally restored. Run around the cellar to get some distance between you and Annie, and then head to the corner on the left of the entrance door. Brace yourself against the corner and keep taking shots at Annie just as you did before--she'll hop from side to side every once in awhile, so just swivel a bit to adjust your aim and keep shooting her. Her head's the only vulnerable part of her body now, so make sure you don't waste any shots--don't shoot her while she's recoiling and make sure you count your shots, pushing select and reloading when you need to. You'll probably use up all your ammo in this fight--that's fine, you'll get plenty more later. Once you've empied the handgun, yank out the chainsaw. By this time her health-bar should at least be purple, so just run up to her and start swinging wildly while pressing against her. A few hits should finish her off. Take a deep breath and watch the next cinema. You've finished the first disc! After a few surprise twists, you'll find yourself in a strange wind-swept land that looks like it's in ruins. Where is Ash? Where's Jenny? Will he get back home? It's time for disc 2... -------------------------------------------- SECTION 7: WALKTHOUGH DISC 2 Unlike the first disc, the second disc is very linear: there's only one way to get through the second half of the game alive and this is it... 7.1 Damascus in the Afternoon 7.2 How to Make a White Scimitar 7.3 The Celestial Temple 7.4 BOSS: High-Priest of the Guild 7.5 The Aquaducts 7.6 BOSS: Deadite Mechanic 7.7 The Armory 7.8 BOSS: Skeleton Captain 7.9 Arming the Battlements 7.10 BOSS: Possessed Guild-Armor 7.11 Entrance to the Lair 7.12 BOSS: Fungus-Humongous 7.13 The Nether-Beast Labs 7.14 The Arcane Library 7.15 BOSS: Evil Ash 7.16 FINAL BOSS: Kandarian Demon -------------------------------- 7.1 Damascus in the Afternoon Ash lands in an open stable that looks like it's been deserted, while a wierd old man in a cell prophecies his coming. Ash meets a nearby merchant who is every bit as freaky-looking as the deadites--check out that smile, it looks like he had a run-in with the Joker! Anyway, after you've found out about Alzeez, you'll go back to playing the game. Pick up the letter and the save-disc, then save the game in the nearby inventory-chest. Now follow the left road up to the plateau, and try not to be too awed by the stunning matte-effects in the background, because you're going to have a lot of fighting to focus on in a moment. Two of the skeleton-guards you read about will appear and run up to you when you pass by the old well. Try to stay behind the well so they'll come at you single-file...these guys can be really tough when they gang up on you. Hack at them with your axe and chainsaw--it's unlikely you'll have anything else to fight with at the moment. Even when they fall down, keep your distance unless they've dropped an item--these enemies will fake their deaths two or three times, seeming to die before leaping back up to attack you again. Once the two have truly died and dropped items--one of which will be a pulley or pin--pick them up and walk slowly onto the plateau. Other skeletons will appear, two at a time, to attack you. Walk backwards to the well and block their sword-swings with your chainsaw, then let them run at you single-file once you reach the well. Once they've dropped their items, pick them up and walk cautiously back up the plateau, retreating again when the next skeleton warrior appears. Some of them will drop ammo for your guns--if the skeletons gang up on you, use the shotgun to knock them back. Keep doing this until they're all dead-- you'll have to kill six or eight skeletons. By this time you should be fairly well-stocked again and you'll have three pieces of a medieval device. Go to the south side of the plateau after you look at the ornate door on the north end--remember the picture of the eclipse on the locked door. On the right side of the south end of the plateau you'll find a small path leading down to a smaller ledge. Follow it, taking down a legless-deadite that'll pop up on the way, to find the drawn rope-bridge that the merchant told you about. Now go to the inventory-screen and combine the three machine-pieces you found to make a pulley for the bridge. Walk up to the round pedestal near the edge of the bridge and select the pulley--the bridge will automatically extend so you can cross. Cross the bridge, check out the beautiful palace looming over the city, and kill the single skeleton- guard waiting for you on the other side. Once that's done investigate the cell-door for a cut-scene. --------------------------------- 7.2 How to Make a White Scimitar To blow down the door and free Alzeez you're going to need to make some White Scimitar, a primitive version of TNT. Cross the bridge back to the main city and notice the door on the same side of the plateau as the bridge's ledge; it was locked before but is open now. Go in and you'll find the merchant, who's become the world's first used-car salesman thanks to Ash. He'll tell you the White Scimitar is in the palace and you'll need a fuse. You'll also find your first upgrade kit. You can combine this with any one of your three guns to make it more powerful. Personally, I always upgrade the shotgun first. You'll going to start finding rock-salt ammo pretty soon, which you can't use without an upgraded shotgun, and it can hold four shots, removing the shotgun's one weakness and making your boomstick the best gun. Now go up along this screen until you see a small side-alley running to the right. Go up this alley and you'll see a set of gold levers on the wall that control the palace entrance. Switch the levers to open the doors--this looks like a puzzle but it's not, Ash knows which one to hit--and then go back out the door onto the main streets. Out here you'll probably run into a few legless-deadites, but they're pretty easily dispatched with your new-and-improved boomstick. You'll see a roll of tapestries along the top wall--check them out to find some exotic wine, which Ash pours into his chainsaw as fuel, of course (hey, wouldn't we all?). To the right of these tapestry rolls is another merchant. Talk to her and she'll give you some rope. Be careful--right after she gives you the rope she'll be possessed and a legless-deadite will attack you! Now open the ornate locked door you saw earlier while fighting skeletons--it leads into the palace foyer. Inside you'll find a horde of legless-deadites and some of the worst graphic-slowdown you'll ever see this side of the SNES. Fight off the deadites and take the bowl of white powder lying on the floor. The door on the far end of the room is mystically sealed, so just leave the way you came, combining the rope and powder before you go. Go back to the merchant who told you about White Scimitar and he'll give you a...well...he'll give you something that you can use as the casing to make a bomb out of the White Scimitar. Of course, he'll then fade out of existence, unleashing one of the legless-deadites. Get rid of it--or just run, since you'll never have to come back--then combine this item with the rope and powder. Take the makeshift bomb back across the bridge to Alzeez's cell. Stand at the prison door and use the bomb to free the mad poet. --------------------------------------- 7.3 The Celestial Temple Back at the temple, Alzeez will open the locked door you noticed while you were getting the White Scimitar. The first things you'll notice are a save-tape, a chest...and an upgrade kit! You can upgrade either of the remaining guns, but I'd choose the rifle since it's more effective against bosses. Run down to the end of this room and take note of the statues--there's a Sun and Earth missing from the display. Now go down the left-hand side- passage by the entrance. You'll run into strange gurgling creatures in the hallways; you'll learn more about them later. Right now just think of them as walking, warbling happy-meals: they barely attack you and they occasionally give you small health-kits when you kill them. Don't even draw the chainsaw for them, since the axe will kill them just as quickly.
| « Previous Page | Next Page » |
