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Game Cheats » Sega Dreamcast (DC) » Games Starting with the Letter E » Evil Dead: Hail To The King - Strategy Guide (Page 03)

Evil Dead: Hail To The King - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for Evil Dead: Hail To The King - Strategy Guide (Page 03).

Run to the door at the end of the passage and you'll find an office with 
some astronomical notes.  Read them and head into the adjoining room 
where you'll find a strange robed creature guarding the planetarium.  
Stay close to it as you fight and it won't hurt you, despite its 
impressive-looking pyrotechnics.

Once you defeat it, it'll drop the Earth Key.  Now run back through the 
side passage and go back to the main chamber. There's another passage 
running to the right of the entrance.  Go down this one, hacking apart 
any of the little warbling beasts that get in your way.  Follow this 
passage until you reach a door on the right-hand wall.  In here you'll 
find a letter about the Guild's recruitment problems and another 
planeterium, this one guarded by another robed figures.  These things 
are pushovers--just press against it, alternating between chainsaw and 
shotgun, and you'll be fine.

Surprise, surprise--this one dropped a sun-key.  You may be tempted to 
run back and try to solve the puzzle with these items, but don't--the 
keys won't solve it.  Instead, go back into the hallway and follow it 
all the way up to the purple-green stained-window.  There's a door on 
your left, locked with an Earth symbol.  Use the Earth key to open it.

Inside you'll find a wierd chamber and two grey-robed figures hovering 
to either side of a blue orb.  They won't bother you unless you try to 
take the orb which, of course, is exactly what you have to do.  They 
have a powerful medium-range attack similar to Annie's dagger and they 
like to gang up on you--focus on one of them at a time, using the 
chainsaw and shotgun, and heal when your health goes to red.  They'll 
usually give you enough health-kits to make up for what you lost.  After 
that, grab the save-disc and blue orb.

Run back to the main chamber and down the right-hand passage until you 
reach the first door on your right.  It's locked with symbol of the sun 
on the door so use the sun-key to open it.  Two robed figures await, 
guarding an orange orb.  Fight them off the same way you did the first 
two and take the orb.

Now go back to the main chamber, save your game in the inventory chest 
and place the two stones on their pedastals--Sun on the brown pedastal, 
Earth on the green one.  The wall will open to reveal the first boss...
---------------------------------------

7.4   BOSS-BATTLE: Mr. Fancypants (Celestial High-Priest)

This is a fairly easy boss once you know the trick to beating him.  He 
has a long range dagger attack and a medium-range light-circle blast 
that can put a serious hurt on Ash.  But if you stay within arm's reach 
of him, slashing him with the chainsaw, his only effective attack will 
be his kick, which doesn't do much damage.  As long as you stay within 
chainsaw's reach, even his light-circle blast won't actually touch you.  
Save your ammo--the chainsaw does enough damage to finish him in five or 
six hits.

Once he dies, you'll open the fountain and venture into the aquaducts.
---------------------------------------

7.5   The Aquaducts

Once you're in the aquaducts, you'll find an inventory-chest and an 
insanely difficult puzzle.  Once Ash has taken care of the puzzle, 
venture through the large iron door to find the next boss: an undead 
mechanic.
---------------------------------------

7.6   BOSS-BATTLE: Deadite Mechanic

This boss has a pitchfork that can do major damage, and your health-kits 
are probably still pretty low from that last battle, so pull out the 
rifle.  Keep taking shots at it as it tries to walk up to you--it moves 
pretty slowly so if it gets too close run to the other side and start 
over.  If you haven't used any rifle shells yet you'll kill it without 
ever needing to turn on your chainsaw.  Once it dies, check out the two 
water-pumps on the far side.
---------------------------------------

7.7  The Armory

One of the levers is in the armory and you need it to clear the tunnels.  
Go down into the lower level and you'll find a small room with a lever; 
pull it to lower the drawbridge to the armory.  Now get out of the 
aquaducts, killing all the warbling little happy-meals you find on the 
way for health and ammo, and run back across the plateau, into the 
armory on the other side.

After Ash proves he's not as dumb as he looks, you'll find yourself in a 
long hall with an inventory chest.  Take note of the chain on the right-
hand wall and the picture at the end of the hallway.  You can't open the 
door on the right without hooking the chain somehow, so head through the 
left door.

You're now in the skeleton-guards' quarters--oh joy!  After killing the 
two guards waiting for you, check the cabinet beside the door for some 
rock salt ammo.  Now go to the far side of the room.  The door on the 
right is locked from the inside, so go through the left door.

Kill the skeleton in this room, then check out its room.  You'll find a 
hook, some pistol nails in the cabinets, and a save-disc.  Go back to 
the main hall and save your game.

Go back to the chain you noticed earlier and use the hook on it--this 
opens the door to your right.  Follow this door into another hallway and 
enter the first door on your left.  You'll find the armory itself and 
the third upgrade kit!  Now you can boost all your guns.

Notice the anvil on the left side of the room and climb the stairs 
beside it to reach the battlements.  Take down the single skeleton 
waiting for you and grab the captain's skeleton-key (get it, "skeleton" 
key?!  um, nevermind...).

Now go back through the armory into the hallway and follow it all the 
way to the door on your right.  These are the captain's quarters and 
they're locked, but since you now have the key, unlock it and go inside.

Pick up the notes to learn about an upcoming boss, then check the chest 
near the front of the room for some rock-salt.  Load your gun and brace 
yourself before you enter the door on the left--you're about to meet the 
captain.
--------------------------------------

7.8   BOSS-BATTLE: Skeleton Captain 

This is a ridiculously easy boss.  Just use your chainsaw to back it 
into a corner, and then keep hacking at it--once it's in the corner, it 
won't have a chance to counterattack.  Keep slashing until it dies.
---------------------------------------

7.9   Arming the Battlements

Pick up the key-mold and run back to the armory, watching out for the 
legless deadites that are now roaming the hallway.  Run straight into 
the armory-room without turning, and look at the second table on your 
left.  The key-mold did say molten metal, but I guess metal crumbs lying 
on a wooden table will just have to do.  Use the mold and you'll get the 
battlements key.

Now go back up to the ramparts, where you got the skeleton key, and look 
at the lever-box.  It needs a battlement-key.  Since you conveniently 
have one, use it to start the cauldrons.  You may wonder why Ash thinks 
doing this is so important, but trust him...he's Ash.

A cut-scene reveals skeletons emerging from the locked door you saw in 
the soldier's quarters.  Go to the stuck cauldron, pick up the bent 
metal track and go back down into the armory, then into the hallway.  
Run left into the first hall and go into the opposite door.

Once you've killed the two skeleton guards, go through the right door, 
the one they politely left unlocked for you.  There's one more skeleton 
waiting for you in the next room--get rid of him and check the dresser 
for some rock salt.  Now go through the door in the right wall.

After a long wistful look at all those axes and swords locked in their 
racks, kill the remaining skeleton and pick up the hammer he leaves 
behind.  Now go back through the rooms to the hallway and back to the 
armory.  Walk up to the anvil and combine the hammer and broken track--
since Ash was always good at metallurgy, he fixes the track.  Maybe he's 
not such an idiot after all...

Now go up to the broken cauldron and use the track.

Okay...so Ash really is an idiot.  And now you're going to pay by facing 
the very same creature that chased him into the armory to begin with...
---------------------------------------

7.10  BOSS-BATTLE: Possessed Guild-Armor

This boss is similar to Scoutmaster Nugent--you can't hurt it directly 
but you can use the environment to your advantage.  In this case, there 
are two cauldrons hanging over the two doors opposite this courtyard.  
Run to the one nearest you, pull the rope to load it with molten iron, 
then run to the other one and pull the rope to fill it with water.

Ah, so that's why you went through so much trouble to fix them!

Remember the notes that said the Guild's armor is weak to temperature 
change?  Now Ash is going to find out if they ever fixed that.  Run to 
the molten-iron cauldron and wait for the armor to reach you.  Just as 
it gets within arm's reach, pull the rope and molten metal will cover 
it.  Now run as fast as you can to the other side and wait for it at the 
second rope.  Once it's within arm's reach, pull the rope and water will 
fall on it, cracking the armor.

It will take two hits to completely shatter the armor.  Afterwards Ash 
will notice a buzz-saw on the armor's gauntlet and decide it makes a 
good fashion-statement; it becomes your chainsaw-weapon for the rest of 
the game.

Grab the save-disc, save your game in the chest past the open doorway 
and grab the pump lever.  Now go back to the armory courtyard, run out 
the left door onto the market square and go back to the aquaducts.
---------------------------------------

7.11   Entrance to the Lair

Once you're in the aquaducts, go through the doors beside the inventory-
chest and use the lever to operate the pump on the right.  Once the 
water's been drained, go down the path, where Alzeed is waiting for you 
at the ladder.  After the next cut-scene, Alzeed will be knocked away 
and you'll find yourself face-to-face with a...
-------------------------------------

7.12   BOSS-BATTLE: Fungus-Humongous

It looks kinda like a shroom, but whatever it is, it's pretty easy to 
kill despite being really big and nasty.  It attacks by swinging its 
fists down and as long as you stay in front of it and between its arms, 
you'll be safe.  Keep sawing with your chainsaw and it won't give you 
any trouble.  Once it's dead the door will unlock and you can enter the 
Lair.

Alzeed finally explains what's going on and, after some of the funniest 
dialogue in the game, sends you off to find a familiar.
----------------------------------------

7.13   The Nether-Beast Labs

This is definitely the easiest sub-quest in the game.  Just kill the 
nether-beasts that come at you, being especially careful with the green 
reptilian ones--they can actually hurt you.  They may seem to be 
respawning endlessly but they're not--just keep hacking them and they'll 
finally die.

Walk up through the rooms and you'll find an old friend lying on the 
ground near one of the cages.  Pick him and the save-tape up, check the 
blood-soaked tables for a wine-jug, then walk back through the now-
glowing portal.
--------------------------------------

7.14   The Arcane Library

After some more hilarious dialogue from Ash, Alzeez sends you into the 
Arcane Library to get the book of spells.  When you arrive, take down 
the two robed guards waiting for you.  Once the room is clear you'll 
find a torch lying on the ground.  Pick up the torch and then use it 
next to on one of the burning torches on the sides of the staircase.  
Place the now-lit torch on the empty spot on the right side of the 
podium and press O button at the podium.

This should spell out the puzzle for you: you have to push the four 
sparkling books into the bookshelf in a certain order.  If you're 
thinking about simply skipping the torch and going straight to the 
books, don't--the game can sense cheaters and won't let you solve the 
puzzle if you haven't lit the torch and looked at the books from the 
podium.

The order is, from left to right: 2, 4, 1, 3.  Walk up to the second 
book from the left and hit O on it to push it into the bookshelf.  Then 
walk to the last book from the left and push it into the shelf, then the 
first one, and finally the third one.

Once this is done a bookshelf will slide away to reveal a secret room.  
This room holds an inventory-chest and the spell-book.  Grab the spell-
book, save the game and pull out any items you might possibly need--this 
is the last chest you'll ever see in the game.

Now go back to the opposite side of the room and run through the portal.
------------------------------------

7.15   BOSS-BATTLE: Evil Ash

Now that you've gotten the spell-book and your hand, you can take 
control of it and venture into the depths of the Lair!  Guiding Ash's 
hand through the tunnels and catacombs is gonna be really, really 
cool...

...or maybe not.  I guess Ash didn't need our help after all.  Anyway, 
after the next cut-scene you'll find yourself in the Cathedral of the 
Dead, a kind of limbo between the human world and the dark-world.  This 
is where you'll go mano a mano with your evil doppleganger and rescue 
Jenny.

Evil Ash really isn't that hard to fight though his attacks are 
devastating if he lands a hit.  The secret is to keep backing away from 
him as you swing the chainsaw.  If he stops or raises his arms for a 
second, he's about to use the light-circle attack, the same attack the 
Guild priest used in the temple, so take a small backwards jump.  Just 
don't turn your back on him and he'll fall without any trouble.
------------------------------------

7.16   FINAL BOSS-BATTLE: Kandarian Demon

The demon that created and controlled Evil Ash will gruesomely rip 
itself out of his body and attack you.  This boss is really fearsome-
looking, like some kind of decayed dragon or worm.  This isn't really a 
battle, however--it's more like a puzzle that happens to occasionally 
take off life-points.

Stay behind the pillar that you start off at; you're safe behind any 
pillars since this boss can't actually move.  The boss is completely 
invulnerable to attacks unless you first switch off all four of the 
glowing pillars in the room.  Once you've psyched yourself up run all 
the way down the room behind the pillars, picking up white mushrooms on 
the way, unti you've reached one of the two dead-ends.  Heal whatever 
damage you took on the way and use your turned-off chainsaw to whack the 
pillar.  It will stop glowing.

Now run from pillar to pillar, grabbing mushrooms and healing between 
each one; the creature will launch a kind of poisonous breath at you, 
but it'll only have time for one shot before you reach the next pillar.  
Whack each pillar as you reach it and when you reach the opposite side 
of the chamber, turn on your chainsaw and hit the last pillar.

Now the creature will become transluscent and vulnerable to attacks.  
Run up to its head and start slashing away with the chainsaw as fast as 
you can; you only have a few seconds before it becomes invincible again.  
Once it becomes solid again, turn around and run back to the corner of 
the room, take cover behind a pillar and heal the damage you took during 
the battle.

Turn off your chainsaw and whack the pillar you're standing behind.  
Wait a few seconds--mushrooms will usually randomly appear around the 
court.  Run to the next pillar, picking up any mushrooms and converting 
them to health items as you go.  Hit that pillar and run to the next 
one, healing any damage you take from the poison-breath as you go.  Turn 
on the chainsaw before you hit the fourth pillar, then rush back in to 
slash at the boss the second he becomes transluscent again.  When the 
pillars light up, run back to the corner column and start the process 
over again.

It'll probably take you three or four turns to completely kill this 
boss.  After that, just sit back and watch the hilarious ending 
sequence; it looks like Ash and Jenny have a lot of reading to catch up 
on...
----------------------------------------

SECTION 8: FILE LOCATIONS AND TRANSCRIPTS
-----------------------------------------

Knowby's Notes
Location: Default item

"October 9th.
The key to dispelling the evil I have unleashed lies somewhere in the 
pages of the completed Necronomicon.  I have been working for a 
sleepless week trying to reassemble and translate the pages when today, 
alas, something terrible happened.  I sat down to rest and had fallen 
asleep.  It couldn't have been long, but when I awoke, my work area was 
in shambles and the pages were gone.  Someone (or something) had taken 
them!  Perhaps the family of strange, awful people in the woods had 
something to do with it.  I have seen them lurking about late at night.  
I should investigate their old shack just west of the cabin.  In any 
case, it's imperative that I get every one of those pages back.  A local 
priest, Father Allard, has been assisting me.  I tried to reach him 
today, but the Evil has horribly altered the path to his church!  I 
wandered for hours in the labyrinth, but soon found myself lost.  I 
barely made it back to the cabin alive.  I've got to find a way back to 
that church."
-----------------------------

Church Pamphlet
Location: Archery range gate

"The congregation of Sacred Heart Church and Father Allard welcome all 
to Sunday mass.  Early mass begins promptly at 8am followed by separate 
services at 10am, 12pm and 5pm.  This Sunday's sermon, 'The Nature of 
Evil' will be followed by a juice and cookie mixer.  Stick around and 
meet some new friends."
------------------------------

Wolverine Letter
Location: Wolverine campground

"Dear Mom and Dad,
How are you guys?  Sorry I haven't written.  We've been really busy.  
Troop Leader Nugent has had us out at the shooting range almost every 
day.  I'm getting pretty good with the bow and arrow, but my rifle 
skills need to improve.  Mr. Nugent says I just need more practice.  
Speaking of Mr. Nugent, he's been acting a bit wierd lately.  He 
disappeared into the woods last night.  He walked off towards an old, 
abandoned mine.  It's ten in the morning and he hasn't returned.  Come 
to think of it, I think some of the other Wolverines are missing as 
well.  Oh, well. They're probably out hiking somewhere.  I'll try to 
write again in a week or two.  See you soon.

Love,
Matthew"
----------------------------

Wolverine Guide Book
Location: Abandoned mine

"The first thing any good Wolverine must learn is how to subsist in the 
wild under less than favorable conditions.  A wilderness explorer must 
be prepared to identify a wide range of vegetation that he will be able 
to eat, thus maintaining the health and stamina required to survive any 
number of obstacles Mother Nature might send his way."
-------------------------

Hellbilly Journal
Location: Hellbilly shack

"I feel terrible 'bout what got done to Gram.  Pa says we ain't got no 
choice and told us to forget about her.  I wish we hadn't found those 
damn pages in the woods, 'cause things ain't been right 'round here 
since."
--------------------------

Modern Moonshiner Magazine
Location: Hellbilly shack

"The key to a great batch of ruckus juice is finding the right 
ingredients for your mash.  Use your imagination.  Common food items you 
wouldn't necessarily associate with a proper batch can actually enhance 
flavor.  Common mushrooms and other plants have been known to produce 
textured brews that defy description.  And remember, there's no such 
thing as a bad mix.  Anything deemed 'undrinkable' could still be 
bottled and used around the house as a powerful cleaning solution, paint 
thinner or fuel!"
--------------------------

Necronomicon Page
Location: Knowby cabin

"The initial manifestation of the evil is twofold: first, invisible 
interdimensional forces are able to take control of humans.  Once in 
full possession, all aspects of human form are lost."
--------------------------

Necronomicon Page
Location: Hellbilly attic

"The second stage is the manifestation of deadites in the flesh.  These 
creatures are full-fledged demons and have maintained their ancient 
form."
-----------------------------

Necronomicon Page
Location: Sacred-Heart Church

"Long before man, the Dark Ones trod the ways of darkness...Their 
maliciousness was great upon the Earth; all Creation bowed beneath Their 
might."
------------------------------

Necronomicon Page
Location: Bridge

"After being banished to their own realm, the Dark Ones could not cross 
over into our dimension without the help of man..."
--------------------------------

Necronomicon Page
Location: Archery range

"The Warrior from the Sky fell, the one from my dreams.  He made a most 
glorious entrance..."
---------------------------------

Merchant's Letter
Location: Market square

"Shiraz,
The state of affairs has grown worse.  The city has become a place of 
bedlam and unrest, and we merchants must band together.  The robed 
figures are going to and fro at all hours of the night--indeed there are 
strange happenings at the temple.  And there have been sightings of what 
can only be called unearthly guards.  These soulless, animated skeletons 
have been seen roaming about the town.  How are we supposed to make a 
living in this kind of climate?  We have to meet.

Yours,
Ali"
---------------------------------

Notice of Execution
Location: Outside Alzeez's cell

"Abdul Alzeez, having been convicted of a Crime against the City of 
Damascus, has been condemned to Death.  Public Execution to take place 
on Wednesday the 23rd of October, at 11:00am."
---------------------------------

Guild Research Notes
Location: Celestial Temple

"Some of our most gifted scholars have given themselves to the Cause.  
The process of translating the book takes a heavy toll.  Within a week 
or two of initially understanding the text of the Necronomicon, each 
translator starts going a little mad.  Some of them babble and curse, 
while the more extreme examples have started phase-shifting into other 
worlds.  They disappear--literally--sometimes for hours at a time.  
Others fade in and out of existence before your eyes.  Victims of the 
unparalleled power of the texts, they are merely shadows of men now.  It 
is quite worrisome.  Only a few scholars remain.  Alzeez has volunteered 
himself.  He seems strong.  Perhaps we will give him a chance."
---------------------------------

Astronomical Notes
Location: Celestial Temple

"Months of research have led me to conclude that the study of heavenly 
body alignment is crucial to learning the secrets of the universe.  When 
the Earth's most influential celestial bodies are aligned properly, the 
ability to travel between the planes becomes possible.  Unlocking the 
doors between worlds is easiest during an Eclipse.  With this in mind, 
we have scheduled another Experiment for the next Eclipse."
------------------------------------

Captain's Log
Location: Captain's quarters, Armory

"September 6
We have been doing defensive drills should the city fall under siege.  
Our work with the Guild to develop superior Armor for the men has 
finally paid off.  This new heavy Armor can withstand almost any attack.  
Only when the armor is newly forged is it vulnerable, if at all.  It was 
when the smithy quenched the armor too quickly in water that it cracked 
down the middle.  Protecting the armor from extreme hot-to-cold changes 
should insure its longevity."
----------------------------------

(missing file?)
--------------------------------------------------------

SECTION 9: HINTS AND TRICKS
-----------------------------

Items and puzzles sparkle with a white glow against the background.  If 
you see a sparkle, even if it seems to just be a background design, try 
picking it up or using it with the O button.
------------------------------

The game only gives you save-discs before and after major boss-battles, 
plot-points and accomplishments.  Don't try to save up on discs, just 
use them as you find them; they're a big clue that you've reached an 
important point.
------------------------------

The legless deadites will dive underground after a few swings and then 
erupt from below to attack Ash; to counter this move, take a small 
backwards hop as soon as they vanish.  They'll usually pop up again in 
front of you and you can give them a second helping of chainsaw.
-------------------------------

The skeletal soldiers on the second disc will fake their own deaths--
don't be fooled!  They'll fall down and seem to vanish after a few hits.  
Hop back a step and wait for them to leap back up from the ground.  When 
the skeleton-soldiers die, they usually leave items behind, so if they 
haven't dropped anything, beware.
-------------------------------

If you're carrying a gun in your free hand while fighting off deadites, 
make sure that it has at least one shot loaded.  Nothing's worse than 
having Ash impale a deadite on his chainsaw, only to have to stand there 
looking dumb--and vulnerable--because you don't have any bullets to 
finish it off.
---------------------------------

Remember: when you go to inventory-screen or pause the game, your 
chainsaw will be turned off when you start playing again.  If you're in 
the middle of a battle, keep your finger over the button as you unpause 
the game.
----------------------------------

Always use a one-liner as you impale a deadite.  While Ash will say a 
line anyway, pushing the button boosts your odds of getting a large 
health-kit.
-----------------------------------

Mushrooms respawn.  If you find mushrooms on a screen once, make a note 
of that place--there will usually be mushrooms there again if you 
revisit the area later.  Be patient--sometimes spawning takes a few 
moments.
------------------------------------

It's not necessary to fight Linda.  Once you pick up the shovel you can 
run off the screen--when you come back she'll be gone for good.  But why 
wouldn't you want to fight Linda?  It just wouldn't be "Evil Dead" 
without chopping her head off at least once...
------------------------------------

Spawning mushrooms will often be accompanied by a whirring, wind-like 
sound.  If you're exploring the screen and hear it, look around again--
you'll usually find several new mushrooms. (thanks revilfan!)
-------------------------------------

The game will only allow you to stockpile four large health-kits; after 
that the enemies will stop dropping items.  Once you've gotten four 
large health-kits, don't worry about finishing off the enemies. (thanks 
CConrad15!)

-----------------------------------------------------------

SECTION 10: FREQUENTLY ASKED QUESTIONS
--------------------------------------

I AM HAVING A PROBLEM IN THE WOLVERINE CAMP SECTION.  I HAVE THE SHOVEL 
AND I AM AT THE ROCK CAVE-IN.  I CAN NOT FIGURE OUT HOW TO USE THE 
SHOVEL.  I HIGHLIGHT IT AND IT WON'T DO ANYTHING.  I HAVE TRIED ABOUT 
EVERYTHING BUT STILL CANNOT GET IT TO WORK."

CALLAHAN

There are places like that throughout Evil Dead, where you have to use 
an item at the exact spot or nothing will happen.  One way to find that 
spot is to just keep investigating the rock-pile with the O button until 
Ash makes a comment about digging his way through.  Then, without 
touching the control pad, go to the inventory screen and use the shovel 
by selecting it and pushing the X button--he'll clear the passage.  This 
works for other exact-spot puzzles as well: for example, search the 
motor outside the hellbilly shack until the screen actually changes to 
show it and say it needs a part, then select the part on the inventory 
screen without moving Ash.
--------------------------------------------------------

I GOT TO THE SECOND DISC-BUT THERE IS A PROBLEM. AFTER BATTLING ANNIE I 
HAD VERY LITTLE LIFE LEFT. SO I GOT MUSHROOMS AT THE WELL AND RAN FROM 
THE GUARDS AND SAVED THE GAME. NOW THERE ARE NONE TO FIGHT. WAS I 
SUPPOSED  TO SAVE IT AFTER I FOUGHT THE 2 GUARDS? DO I HAVE TO START 
OVER FROM THE BEGINNING NOW?

REVILFAN

I tested this and got exactly the same result.  It must be a glitch in 
the game--when you reload a game, it takes away the surrounding 
monsters, but in this case you have to fight the monsters to get the 
pieces to the next puzzle.  I've written THQ about it and hopefully the 
PC version will at least get a patch.  As for what to do...I hate to say 
it, but you're stuck on that screen now.  Just reload the game as close 
to Annie as you can and, when you reach the second disc, use the save-
disc before you go up the cliff.  When you reload the game it'll show 
the cinema again, then take you back to the chest in the middle of the 
market stables.
----------------------------------------------------------------------

I HAVE ONE SILLY QUESTION AND THAT IS WHERE ARE THE INVENTORY CHESTS TO 
SAVE THE GAME.  I HAVE PLAYED AND PLAYED AND CAN'T FIND ONE AND I AM SO 
TIRED OF STARTING OVER.

CHUNCHMA

That's not as silly as it might sound--I had the same problem when I 
played through the game the first time.  Those chests, and the save 
discs, are very rare and they blend easily into the background.  Here's 
the locations of the chests in the first half of the game...

1.  Workshed behind Knowby's cabin - in the back of the workshed
2.  Abandoned mine - on the right wall, across from the battery slot
3.  Hellbilly shack - in the bloodsoaked room, between the two doors
4.  Church entrance - to the left of the gate
5.  Graveyard - in the second crypt on the left trail
6.  Fruit cellar - in the room beyond the projector-room, against the 
wall
-------------------------------------------------------------------

I WAS WONDERING IF YOU KNEW ANYTHING ABOUT SOME CODES FOR THE DREAMCAST.

PIRO147

I'm sorry to say it but THQ has confirmed that there are no secrets or 
codes built into the game.  There was talk of an infinite-gas code on 
Playstation but it doesn't work.  There are several Gameshark codes 
available for both the Playstation and Dreamcast, but since I don't own 
a Gameshark and can't test the codes myself, I haven't included them in 
the FAQ.
-----------------------------------

WE TRIED YOUR ANSWER ON SECTION 7.14 IN THE POSTED WALKTHROUGH BUT IT 
DOESN'T WORK.  2, 4, 1, 3 JUST DIDN'T HELP US WHEN WE TRIED IT.

STYGIANQUEEN

I've updated the faq to make the answer simpler--press O on the 2nd book 
from the left, the 4th book from the left, the 1st book from the left 
and then the 3rd book from the left.  That opens the secret passage.  A 
lot of people also get stuck when they try to skip lighting the torch--
that's as much a part of the puzzle as the books and if you haven't done 
that, it still won't work.
-------------------------------------

I HAVE THE PULL-ROPE BUT WHEN I TRY TO USE IT ON THE GENERATOR NOTHING 
HAPPENS.  I TRY TO SELECT IT IN THE INVENTORY BUT IT DOES NOTHING.  I'VE 
EVEN TRIED CHANGING THE POSITION OF ASH EACH TIME I ATTEMPT TO USE IT 
AND STILL NOTHING.  IS THIS A DEFECT IN THE GAME OR AM I DOING SOMETHING 
WRONG?

XIOTHOLESE

THE GAME WON'T LET ME USE THE SHOVEL.  I HAVE THE SAME PROBLEM ANYWHERE, 
I CAN'T EVEN EAT THE SMELT JERKY OR OTHER THINGS.  I'VE ALSO GOTTEN TO 
THE HELLBILLY CABIN AND CANNOT PUT THE DRAWCORD OR CRANK ON THE 
GENERATOR.

CALLAHAN

Make sure that when you're on the menu screen you push the X button to 
use the item--this can be easy to miss, since the use button is O in 
every other part of the game.  I haven't experienced this myself so I'm 
still hoping it's just a simple button-mistake and not another glitch in 
the game itself.

Also, I've heard that the Gameshark codes can interfere with the item 
screen, making it impossible to use any item.  Try the game without the 
gameshark to make sure that it's not glitching the game.
--------------------------------

I HAVE BEEN ABLE TO BEAT THE WOLVERINE TROOP LEADER NUGENT BUT CAN'T 
EXIT THE CAVE.  WHAT AM I DOING WRONG?

NEILYNNE117

The cave is designed like a room and you have to push the O button at 
the door to get back to the mines.  The trick can be figuring out 
exactly what spot the game considers to be the door.  Run to the right 
of the screen until you get to a rock pile with two small wooden posts.  
Stand between the posts and investigate the rock pile by pushing the O 
button.  The game will say the rocks can be pushed aside and Ash will 
automatically go back to the mine.
--------------------------------

HEY I GOT THE GAME AND DEFEATED IT BUT I WAS WONDERING IF YOU KNOW 
ANYTHING ABOUT THE TRAP DOOR IN THE CABIN?

BANGER312

The trap door in the cabin leads down into the fruit cellar.  Ash falls 
down into the fruit cellar from the church and emerges from the trap 
door into the cabin during the cut-scene at the end of the first disc, 
when Evil Ash reads the spell and sends them all to Damascus.  There's 
no in-game way to open that door, though--it's just there for Ash to use 
during that cut-scene.
--------------------------------

I REALLY DON'T KNOW HOW THE TWO MUSHROOMS COULD BE COMBINED WITH OTHER 
ITEMS.  I ALREADY TESTED THEM WITH ALL THE OTHER ITEMS THAT I'VE ALREADY 
GOTTEN BUT NOTHING HAPPENS, INCLUDING THE CONVERTER.
DINO_18

Go to inventory screen with the select button, then move the yellow 
cursor-box onto a white mushroom.  Push X and the yellow box will change 
to a blue cursor-box.  Move this cursor up to the converter and push X 
again--the mushroom will change into a health-kit.  The same applies to 
red mushrooms, which will change into small health-kits.

But this only works if you've found the right in-game files.  You need 
the Wolverine Guidebook to change white mushrooms into health-kits and 
you need an issue of Modern Moonshining magazine to use the red 
mushrooms.  They are found in the mines south of the camp and inside the 
hellbilly shack.
---------------------------------

WHEN WE FINISH THE GAME THERE IS A SCENE WHERE ASH AND JENNY RETURN HOME 
TO FING THE PLACE DESERTED AND ALL SORTS OF NECRONOMICONS ON DISPLAY IN 
A BOOKSHOP.  WHAT DOES IT MEAN OR SIGNIFY?

GARY_IS_IN

That's a really good question--at first I thought maybe I'd gotten the 
"bad" ending but the THQ website says the game only has one ending.

It seems to be a reference or homage to the "original" Army of Darkness 
ending that had Ash screwing up a potion meant to send him back home and 
returning instead to a post-apocalyptic future.  That ending was 
replaced when test audiences didn't like it, but it remained Sam Raimi 
and Bruce Campbell's favorite ending for the movie.

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