"HUNTER: THE RECKONING" FAQ and Walkthrough			Ver. 0.6


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1. Story
2. Characters
  2.1 Avenger
  2.2 Defender
  2.3 Judge
  2.4 Martyr
3. Experience
4. Weapons
5. Tips
6. Enemies
7. Walkthrough
  7.1 Subway
  7.2 Streets
  7.3 Playground
  7.4 Graveyard
  7.5 Church
  7.6 Catacombs
  7.7 Sewers
  7.8 Sewers 2
  7.9 Front Yard
  7.10 Meat Hall
  7.11 Main Yard
  7.12 Mansion Grounds
  7.13 Mansion
  7.14 Main Yard 2
8. Boss Guide
9. Codes/Extras
10. Credits
11. Legal Stuff

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1. Story
--------------------

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

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

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

                             - "Hunter: The Reckoning" Manual

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2. Characters
--------------------

Note: It really is important to find a character that suits your style of gameplay. If you
like close quarter combat then don't pick Martyr, and likewise if you like to run around
picking off guys from afar, don't pick the Avenger. Sounds like a simple enough idea, but
people still get it wrong! Characters range between slow/strong and fast/weak, a system
which all gamers should be familiar with by now.

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2.1 Avenger
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Otherwise known as Spencer 'Deuce' Wyatt, the Avenger is the juggernaut of "Hunter", and packs
a lot of punch. He holds both a huge battle-axe that has good range, and a lever action rifle
that holds up to 8 shots and can do some respectable damage from a distance. He's great at
hacking his way through a pack of zombies, and going toe to toe with some of the bosses. If you
ever played as Astaroth or Zangief this guy may be for you.

Strength:     2.5
Accuracy:     2
Speed:        1
Conviction:   1
Stamina:      2

Edges: Cleave, Smite, Ward

Cleave: Imbues your melee weapon with added supernatural power. The axe face will glow, letting
you know that this is activated. The strength of this edge increases with experience.
Smite: Emits a 360-degree wave of energy that damages all enemies. The power of this edge
also increases with experience.
Ward:	Creates a barrier around the hunter, stopping weaker enemies from getting close, and
damaging stronger enemies. The radius of this spell's effect area increases with experience.


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2.2 Defender
--------------------

Samantha Alexander is a great all-rounder. She wields a long katana that can slice through
packs of enemies, and a magnum revolver which holds six power-packing bullets. As a real
jack-of-all-trades she is equally comfortable in close or ranged combat, though you'll have
to do a little running around with the magnum as you reload it. If you like Ryu/Ken or
Mitsurugi then the defender may be for you.

Strength:     2
Accuracy:     2.5
Speed:        2
Conviction:   2
Stamina:      2

Edges: Rejuvenate, Ward, Demand

Rejuvenate: Heals the hunter who casts it, and at higher levels, also heals nearby hunters.
Ward: Creates a barrier around the hunter, stopping weaker enemies from getting close, and
damaging stronger enemies. The radius of this spell's effect area increases with experience.
Demand: Boosts your speed and physical performance. It does however take its toll on the
hunter in health and conviction. At higher levels the amount of speed and damage to caster
increase.


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2.3 Judge
--------------------

AKA Father Esteban Cortez, the Judge is a great pick-up-and-play character. Although you'll
be finding yourself swinging his sword around a lot, you shouldn't underestimate his crossbow
either, which can be a great help picking people off before they get too close. His melee
attack with the crossbow isn't half bad actually, and should be used to get out of sticky
situations. If you ever played as Siegfried/Nightmare or Guile this guy may be for you.

Strength:     1.5
Accuracy:     2
Speed:        1.5
Conviction:   3
Stamina:      2

Edges: Word of Power, Burden, Rejuvenate

Word of Power: The Judge shoots a cone of pure light from his hand that damages all creatures
of the undead. The power of this increases at higher levels.
Burden: All enemies caught in the radius of this spell become frozen for a brief period of
time. As the power of this edge increases, enemies are held for longer in a wider area.
Rejuvenate: Heals the hunter who casts it, and at higher levels, also heals nearby hunters.
Ward:	Creates a barrier around the hunter, stopping weaker enemies from getting close, and
damaging stronger enemies. The radius of this spell's effect area increases with experience.

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2.4 Martyr
--------------------

Kassandra Cheyung is a great character, though you'll need skill to play her well. She wields
twin daggers that plant a series of quick blows, and dual pistols that are her 'bread and
butter' method of attack. Her speed is crucial and allows you to run circles around your
enemies taking shots as you go. Her pistol melee attack isn't too reliable, so only use it to
run past packs of enemies, not through. If you like Chun Li/Cammy or Taki, then the martyr
may be for you.

Strength:     1
Accuracy:     1
Speed:        3.5
Conviction:   2.5
Stamina:      1.5

Edges: Demand, Retribution, Burden

Demand: Boosts your speed and physical performance. It does however take its toll on the hunter
in health and conviction. At higher levels the amount of speed and damage to caster increase.
Retribution: When activated, all enemies who attack the hunter receive damage back. As the
edge power increases, the damage returned is greater.
Burden: All enemies caught in the radius of this spell become frozen for a brief period of
time. As the power of this edge increases, enemies are held for longer in a wider area.

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3. Experience / Levelling
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I have yet to fully understand how the levelling up system works, but I will explain what I
know just in case it is useful.

The levelling up of edges and skill points are completely independent, although they may
occour at the same time as a coincidence. Edges are the easiest to explain, as they only
improve after each boss encounter;

Beating the Playground boss will give you your 2nd Edge skill
Beating the Teddy Bear boss will improve your 1st Edge skill
Beating the Mansion boss will imrpove your 2nd Edge skill

Improving your stats is a slightly different matter. Firstly, as you begin the game, you'll
notice that you have half a point more stamina than was suggested on the character selection
screen. I don't know why this is, but it's the case for every character. After that, when you
gain a certain nunber of experience points, you will receive a half point boost (unless stated)
to a predetermined stat as reflected in the following table;

            4000       13000       21000       33000

Avenger      Str        Sta1

Defender     Acc        St

Judge        Con

Martyr       Con        Acc         Str         Sta


A guide to how many points you receive for destroying each enemy is given in the enemy
list below in section 6.

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4. Weapons
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 - Shotgun -

The shotgun is a great close range weapon, with a decent spread, meaning it can damage multiple
enemies. The standard form holds only 2 shots and takes a long time to reload, but the riot
shotgun (the upgraded version) will hold 8 rounds. The ultimate in shotgun technology however
is the combat shotgun, which in adition to holding 8 rounds is super powerful.

 - Automatic -

The automatic weapons are great for thinning out a crowd, and provide a constant stream of
bullets. The submachine gun is the most basic, but the more substantial assault rifle provides
greater accuracy at long range. The ultimate automatic, the bull pup, provides the same great
accuracy at long range, but pack an added punch.

 - Chainsaw -

The chainsaw, as well as having comic value, is an extremely useful tool, killing most things
that tangle with it instantly. This is great on the mansion boss, and should be saved for times
when power is needed; Not good against groups.

 - Flamethrower -

The flamethrower is a great idea in principle, but in practice it can make life chaotic and at
times cause you more damage as it does your enemies. Whilst it wont kill them instantly, it
will allow them to stumble towards you in flames. Reserve for the slow moving.

 - Rocket Launcher -

The most powerful weapon in the game should be saved for big moments such as boss encounters.
It only holds one rocket at a time and reloading is slow. Make each one count.

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5. Tips
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1. If the game repeatedly locks up while loading up the level 'Main Yard 2', this is a
manufacturing fault that the publisher is aware of. Simply call Virgin Interactive to let
them know, and then return the game to the address in the back of the manual to get a free
replacement.

2. If you're playing a hit and run game, ALWAYS plan ahead where you're going to run! This
is particularly important in multiplayer, as the screen won't necessarily follow you where
you want to go. Keep an eye on other players to know where you can move.

3. All characters have a melee attack that you character will execute when they are
uncomfortably close to an enemy and attempting to use a ranged weapon. This can be surprisingly
effective, and can knock down 3-4 shamblers when used correctly.

4. When using a glyph in multiplayer you can extend it's life indefinitely. The health glyphs,
for example, are set to deactivate when they have been used 4 times. However, if after 3 uses,
2 players then use it at the same time, the glyph will have been used 5 times and therefore
not deactivate. This works on conviction, strength and accuracy glyphs too, though strength
and accuracy glyphs deactivate after 1 use, so you'll have to use this 'cheat' the first time.

5. Remember to search all corners and alleys for weapons and innocents. Innocents equal
continues so don't miss them.

6. Learn to strafe. Right now. I'm serious. It's completely unnecessary at the start of the
game, but if you don't learn to use it effectively now, by the time you need to it'll be too
late to master it. One stick to move, one to aim. It's very simple once you get your head
around it.

7. If you lose a life during a boss encounter, you'll often find that using the restart
function will take you back to the start of the fight. Try two or three times if necessary
to get the best result.

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6. Enemies
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 - Crocodiles -

These guys are found in the sewers, and have a nasty bite that could do some serious damage
if you let them get close enough. Your standard ranged weapon should do it, but if they get
too close, get out that shotgun and get rid of them quick! Being surrounded by them is a recipe
for death. (75pts)

 - Dogs -

These can be a nightmare because they're so damn fast! Best strategy is to plug them with a
shotgun blast before they take a chunk out of you. Make them a priority. (50pts)

 - Gargoyles -

These guys may be statues, but they can really do some damage. Stay far away as you kill other
enemies as they only activate when you go near them. Gun fire has no effect on them, so you'll
have to go toe to toe with your melee weapon. They will try and jump on you as well as swing
their tails at you, so be careful. If you are a fast character you may be able to kill them
with sucessive combos, but otherwise you'll have to do it in separate attacks. (75pts)

 - Meat Monsters -

These guys, found in the Meat Hall, come in 2 varieties. The first looks a little like the
Playground beast, and swing around on their arms. These guys are actually quite easy, and a
shotgun blast or two will get them off your back. (50pts) The other, which looks quite foul
appears in the cold storage room and have a lethal projectile attack. It's time to take out
your best weapon, and don't stand still for a second! (200pts[!])

 - Prisoners -

These come in two types, yellow tacksuit clad guys, who are pretty easy (25pts) and thug-like
guys in blue, who pose a slightly bigger challenge (50pts). Only found the the prison (duh!)

 - Ravers -

These guys are pretty strong and very quick. The best thing to do is whip out a shotgun and
stay on the move. Don't let them overwhelm you or you'll be dead before you can say 'head
banger'. (55pts)

 - Sewer Rats -

These guys are seriously annoying. They spew stinky gas in your eyes and stop you in your
tracks, meaning you can't attack for about 2 seconds. The trick is to shoot them from afar,
or run circles around them and nail them from behind. In packs they can be deadly as they have
a moderately powerful bite on them too. (15pts)

 - Shamblers -

Zombies to you and me, these guys are in abundance. In classic RE style they amble at you with
all the speed of a rock but don't be fooled, these guys are relentless and even shooting their
arms and heads off doesn't stop them giving you a good kick when they get close. Ranged weapons
are fine, but it's maybe more satisfying swinging a blade through them, collecting the health
that you'll lose as you go. (5pts)

 - Skeletons -

These guys aren't much harder than the shamblers. They take a few extra shots to kill and are
a little bit faster, but nothing you'll be worried about by the time you encounter them in the
game. (25pts)

 - Skitters -

These little guys can do some serious damage, and with just 2 of them you can go from full
health to dead in half a second! They are disembodied heads on spider legs that chase you down
and explode, unleash a cloud of fiery acid onto you. This is to be avoided at all costs,
although luckily they only take a maximum 2 shots with a ranged weapon. Make them your
priority, as they can outrun any hunter. (3pts)

 - Spectres -

You'll come across these guys in 3 forms, though the most common is the floating blue torso
that hurls balls of magic at you that strip you of both health and conviction (Yikes!). You can
go toe to toe with them or wear them down from afar, it's your choice, but I recommend that you
just keep moving; they can do a lot of damage if they aren't put away quickly. (50pts)

 - Tentacles -

These are few and far between but will provide you with some annoying moments if you're not
careful. They have a limited range and can be shot from afar, but sometimes can't be avoided.
Keep moving to avoid being whipped and you'll be fine. (45pts)

 - Vamps -

These are vamps in 2 senses of the word. Leather clad female vampires that can be quite deadly
if handled incorrectly. They have a powerful flip-kick which must be avoided, often in
conjunction with an assault rifle. 2 shotgun blasts should be fatal, and the judges crossbow
here is equally deadly. (Black - 75pts)(Red - 95pts)

 - Workers -

These guys carry a variety of weapons, including pistols, shotguns and most deadly,
flamethrowers. Luckily they're quite slow, so whatever attack you usually use should be fine.
Watch out for them in groups, and note that it is easier to dodge the bullets from far away,
but the shotgun won't get them in one hit unless you're at point blank range. Use your standard
ranged weapon to take out the flamethrower guys; If they can't reach you, they can't do any
damage. (25pts - Pistol)(35pts - Shotgun)(45pts - Flamethrower)

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7. Walkthrough
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Here I'll attempt to provide you with a guide to each level. It is of course impossible to
give a blow by blow account of the game because it is so big, but I'll try to tell you at
least where most glyphs, weapons, innocents and keys are. Feel free to contribute locations
of items etc and you will be credited at the bottom. Thank you.

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7.1 Subway
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Firstly, take out the shamblers and rescue the innocent in front of you. A short cut scene
ensues and you learn that he will help to fix the train to get out of town, but he needs the
help of at least 50 people. When you have dispatched all the enemies, read all of the blue
glyphs on the walls to activate the exit glyph. You may also want to read the computer messages
on 'hunter net' for tips and additional information. Citizens standing on glyphs are not
innocents that need rescuing, but simply provide you with information. There is a submachine
gun in the back right corner of this room, a shotgun in the top left corner, and a health
glyph in the top right. When you are ready, move up to the green glyph and exit the level.

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7.2 Streets
--------------------

As you leave the subway, head down screen and take out the pack of shamblers at the bottom,
freeing the innocent in the process. There is a shotgun on the left here. Now head back up
screen and take out yet more zombies as you go. There's a submachine gun in the top left
corner here, and a health glyph in the middle top of the screen as well as a shotgun on
the raised corner. Just to the right is an innocent who needs saving, and who will reward
you with a cut scene telling you to find a small girl named Kaylie. Head up the road finding
the submachine gun on the right and shotgun on the left and then on up to the cross roads.
Turn right here to pick up another submachine gun, and then go straight over the junction.
There is a truck here that can be blown up as well as a shotgun in the back right corner and
an innocent in the left. Now go back to the gas station on the left corner and blow up the
truck and gas pumps. You will find that now you can get onto the back of the truck and onto
it, which means you can get onto the roof to claim the submachine gun. If you now go into
the alley round the back, you will find another innocent who needs rescuing, as well as yet
another submachine gun in the dumpster.

Heading further up the road now, you'll find a submachine gun on the right by the bystander,
and a car that can be blown up. Over on the left however, there is a slightly hidden alley
that contains 2 shotguns a health glyph and yet one more innocent. After leaving you will
need to use the steps to get into the next area. You can shoot quite a few enemies from the
vantage of that little platform, so take your time and pick them off. Ahead of you now is a
junction with an explosive truck as well as a shotgun on the left and a submachine gun on the
right corner. After clearing out this section, head down the left road, and pick up the
shotgun on your left. There is another submachine gun in an alcove on the left down the end
as well as a health glyph. Watch out for the skitters and note the innocent over the railings
on your right.

Heading back into the penitentiary grounds, the two gargoyles will come to life. Take these
out with melee attacks, or 'Word of Power' if you're playing as Judge, and go down the left
side taking out the shamblers as you go. When you reach the end, free the innocent that you
saw earlier, and make use of the conviction glyph if you need it. Retrace your steps and now
head down the right hand side of the building, where you'll encounter numerous skitters and
4 more gargoyles. There is however a health glyph, and innocent and a shotgun at the end, so
it's well worth the effort of getting down there. Now you can head down the right road,
making use of the explosive car if you need it. Collect the submachine gun on the right and
then make your way to the green exit glyph.

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7.3 Playground
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Kill off the swarms of shamblers and pick up the submachine gun in the right corner. You can
make use of the safety of the dumpster just below you if you need. Now head up towards the
top left and make your way into the school yard and up to the health glyph and shotgun.
There will be a gargoyle in here, and when you collect the other shotgun in the top right
area another one will appear. After you've mowed down the hoards of undead, a huge lump of
meat will crash through the front gates looking pretty damn angry. First, don't worry about
the beast, and concentrate on getting rid of the shamblers first because they'll only get in
your way otherwise.

This boss has 3 attacks that you need to worry about;

1. Releasing skitters - This is by far the most deadly of his attacks, and all I can recommend
is that you run away, turning and shooting until they're all dead. There seem to be about 4-5
usually, though I'm not quite sure. If you do get hit though, remember the health glyph in the
upper left corner.

2. Melee Attack - He will wind up and swing his arms around in a big circle, obliterating
anything that gets caught in his path. The good news is that this has very limited range,
and even if you're 'close' you'll probably be able to avoid it.

3. Pounding attack - He swings his arms above his head bringing them down on the floor sending
out a shockwave that effects anything it hits, usually knocking them senseless/onto the floor.
You can either run away, or simply jump to avoid this, but of course the slower your hunter,
the harder this is.

To kill him, simply get quite close and unleash your shotgun onto him over and over. When
this runs out or if you haven't got any, switch to the Machine gun, and failing that, your
own ranged weapon. It takes a while, but eventually you'll wear him down. (750pts) 2 more
gargoyles will appear outside the gates after the beast enters, but if you can avoid these
don't worry about them as when the playground monster dies, all the enemies left disappear.

Now with Kaylie in tow, simply kill off the remaining shamblers and head for the exit glyph
remembering the submachine gun in the top right corner before you continue on your mission.

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7.4 Graveyard
--------------------

Now, whatever else happens, don't let Kaylie die or the level's over. This means don't let her
out of the screen, because otherwise a spectre will teleport in next to her and do her some
damage.

There is an innocent just ahead of you on the right, but don't rush straight up there, make
sure you kill all the shamblers on the way. There is also a shotgun in the last crypt on the
left. Now work your way up to the paved circle to the next health glyph. Over to your left now
is a misty ditch with a handy bridge over, and a chainsaw to the left. Make sure you get your
hands on it as you'll need it later. At the other side is a conviction glyph and a locked gate,
the key to which is found in the hut on the hill to the right. Just shoot the doors off to gain
entry. Head through the gate into the new area, and move up towards the health glyph in the
paved circle, making sure to get he shotgun behind to the left of it. As you turn the corner
you'll see another crypt which contains both a spectre and a submachine gun, and don't miss the
shotgun behind it in the corner. As you move down the steps towards the dried up fountain,
check the crypts on the right, which hide both an innocent and in the one nearest the fountain,
a shotgun. Feel free to use your shotgun in this area, as there are plenty to be found. Once
you've killed everything, top up your shotgun ammo by moving out to the left of the fountain.
In the final crypt on the right you'll find yet one more shotgun and a key dropped by a
shambler. Behind his hut is also another health glyph in case you're low. Over to the left now
you'll find a conviction glyph, and behind that building, an innocent crouched down. Move on to
the next section. Here you'll find a chainsaw in the back left corner, and yet more shotgun
ammo on the left before the gate. Use your key to proceed. As you move up the next path you'll
find a key near the right crypt, again dropped by another shambler. Moving around the corner to
the next crypt you'll find more shotgun ammo which is the last of your expendable ammo; save
the rest for fighting the next boss. After the next paved stone circle, you'll see two
gargoyles in the background guarding a health glyph. Whip out your melee and pummel them,
making sure Kaylie is out of the way. Now you will be free to  continue through the final gate.
As you turn to your right, collect the shotgun ammo on the grass hill, and note the front door
to the church and the conviction glyph. Don't worry, the gargoyles won't wake up yet. As you
don't have the key to the front door, move around the church on the left, and kill the two
gargoyles that drop down. As you move down the back, you'll find more shotgun ammo (You should
now have full) and a key to the church. Continue round and you'll find conviction glyph in the
lower corner. As you pass close to the church on this side, 2 more gargoyles will drop down and
need destroying. Now you can go back to the front of the church to kill the two last stone guys
and hit the now green exit glyph.

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7.5 Church
--------------------

This boss grows from the teddy bear that Kaylie has been clutching for the last level, which is
to say the least, mildly infuriating. It kills both of her parents which makes Kaylie let out a
rather nice scream. It is however not that hard, as he has just 3 attacks;

1. Foam Vomit - He opens his mouth and spews rancid foam (I hope it's foam) all over you. Just
try and stay behind him and you should be okay. In multiplayer, use one character as the lure
while the others batter him from afar.

2. Belly flop - Here he jumps and tries to land on top of you. It's pretty easy to avoid if you
stay on the move, and allows you a few seconds to plug him from behind as he gets up again.

3. Stamping Attack - Similar to the pounding of the last boss, but much harder to spot coming.
He appears to only do it when he gets low on health. Avoided best with running and jumping.

Simple formula to beat him, just run around plugging him with shotgun fire. Switch down the
weapons as you run out of ammo. I wouldn't recommend melee attacks unless you're trapped or in
the chasing pack of a multiplayer format. Try to break the pews on your travels as this will
stop you getting trapped between them which can lose you a ton of health. Don't worry about the
spectres, If you stay on the move they won't really effect you, and there is plenty of health
about (750pts). When it's all over, talk to the girl on the glyph and head down into the
catacombs.

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7.6 Catacombs
--------------------

Watch out for the sewer rats in this next section, as their stinky breath will have your hunter
gasping for air and incapacitated. Strafe shooting is the order of the day to take them out.
There'll be a few spectres as well, but soon you'll come to a passage on your right. Head
through and you'll find a couple of vamps toting assault rifles guarding the two innocents.
Kill them both and you'll get a continue for your troubles, and a health glyph on the coffin in
the middle of the room. If you look to the north, you'll see a wall with cracked brickwork, and
this can be shot through. In the room inside you'll find a chainsaw on the left hand side, and
in front of you a strength glyph (yay!). Continuing up, you should find a shotgun and a
flamethrower before fighting 2 gargoyles. Moving on you'll find 2 submachine guns before
another destructable wall. Be very careful here, as the passage will be swarming with skeletons
and rats as well as spectres. When the area is clear, go to your right, and you'll meet 2
gargoyles and in the next room another vamp. There should be an assault rifle in the corner, as
well as a submachine gun on the floor in front of you, so kill them all and hit the exit.

--------------------
7.7 Sewers
--------------------

Your mission here is to find 5 corpses and 'lay them to rest'. You'll find that pushing 'A'
seems to do the job. Head straight forward, and go down into the water. If you go up the steps
to your left now, you'll find an innocent just to the left, and then Corpse #1 to the right. If
you follow the path round the outside you will find a switch that opens the gate that was
behind you when the level began. Return here now, and continue up the tunnel, making sure to
touch Corpse #2 which is on the left. Just before the tunnel opens out into a large room,
you'll find an innocent hidden in an alcove on the right, so remember to free him at some
point. Corpse #3 is on the back left wall, with Corpse #4 and a submachine gun in the tunnel on
the right. Once you've collected everything, head into the doorway on the left. Go through the
next door. When you enter the next room, take out the workers on the catwalk, and then move
down from the doorway to free another innocent. Directly up from the door you will also find
Corpse #5, and further round a riot shotgun. Use this to good effect to take out the workers
near the exit glyph on the right, and then move into the water to take out the crocs if you
want. Use the conviction glyph if necessary, and then move on to the second half of this level.

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7.8 Sewers 2
--------------------

Drop down to the floor and take everything out before moving back up to the catwalk to clear
out the top level. You'll find that you can get the riot shotgun from the square platform by
jumping to the top edge, before touching Corpse #1 by the door and then making your exit. Clear
out this next room, using your assault rifle if you like and then collect your bounty; Corpse
#2 just above the doorway you entered from, Corpse #3 in the lower left hand corner, an
innocent just above that and the submachine gun in the top left corner. There is also a health
glyph in the top right hand corner if need be. In the next room, you'll rind Corpse #4 on the
left hand side, as well as an innocent in the pipe on your right. Here you will notice another
corpse in the passage behind, though you can't get there yet. Continue up the tunnel until the
room opens out, and get Corpse #5 in the top left corner. Pick up the riot shotgun in the top
right, as you'll want it for the guy with the flamethrower as you go up the tunnel on your
right. Continue past the doorway on your right and pick up Corpse #6 as well as a conviction
glyph if you need it. Now retrace your steps and go through the doorway you passed on your
right. Head down the first pipe on the right to get Corpse #7, not to mention an assault rifle,
and then continue up the tunnel. Just past the innocent you'll find Corpse #8 and Corpse #9 on
opposite sides of the tunnel, so remember to touch them before you continue. Keeping on the
right hand side of the tunnel, head up to the health glyph and look in the shadows to the right
for Corpse #10, before heading through the doorway on your right. This room contains a shotgun
AND a riot shotgun, as well as a submachine gun and an innocent. Now head back out and go
through the door you passed on the left hand side, and move down the tunnel, being very careful
of the flamethrower workers and the spectres. You can pick up both a flamethrower and a
chainsaw here, before finding the final Corpse #11 in the top right corner. Mission
accomplished, and the exit glyph should light up green, allowing you to move on to the Prison.

--------------------
7.9 Front Yard
--------------------

Right, get out that shotgun! Work your way around this first room, and watch out for dogs.
There will be several shotgun toting workers as well as a guy with a flamethrower near the
tanker at the top who drops a key when he dies. When they're all dead, head to the bottom left
corner to get a riot shotgun, and to the top left for a health glyph which will probably be
needed. There is a submachine gun just to the left of the glyph, and somewhere there is a
rocket launcher. I can never work out where I got it, but I always seem to leave this room with
one! :o) Moving into the corridor, you'll find yet more shotgun ammo on the left, before moving
into the next room to take out all those twisted ravers. There will also be a hoard of workers
up by the speakers as well as a vamp who needs to be relieved of her key. There are (I think) 3
innocents on the stage here, as well as glyphs for both conviction and health. You'll find a
submachine gun in the left side of the room as well as a riot shotgun, and yet another
submachine gun at the back of the stage. With your key you should now be able to exit through
the green glyph in the top right.

--------------------
7.10 Meat Hall
--------------------

Firstly, whip out the assault rifle and take everything out; There's plenty of ammo for it, so
put it to good use. Just in case you need to top up, there are two submachine guns up the left
wall, and a riot shotgun at the top. Once you've taken care of everything get the shotgun ammo
on the right catwalk, and use the health glyph there if necessary. Jumping over the barrier on
the right you'll find a fence with a door, but just to the left on the other side is more
submachine gun ammo which can be collected from this side. Once through, free the innocent in
the back right corner, and then claim the shotgun behind the topmost cabinet (which you can't
see). Using the health glyph here if necessary, make sure your health is at full and move
through the top left door. You should use your shotgun here, as there is a riot shotgun here to
top up your supply, as well as an innocent. Get the key that the worker drops, and head back
into the previous room topping up on health if needed. The key that you just collected with
grant you access to the door on your right, but beware, this is the toughest room so far. Pull
out the shotgun, and start blasting. If you get low on health, run back through the door, and
use the health glyph. If this is empty, you can backtrack to the previous room and use the
glyph there instead. Back in cold storage, finish off the remaining enemies, and collect the
shotgun in the back left corner behind the meat. Use the conviction glyph if you need it, and
get out your assault rifle before stepping into the next room. Mow down everything in sight,
and then top up your ammo with the submachine gun and assault rifle on the top walkway. Down
the steps in the back is yet another innocent, who'll want freeing before you move up to the
glowing exit glyph.

--------------------
7.11 Main Yard
--------------------

Take out these first guys and then whip out your assault rifle to take out the Workers, using
the submachine gun in the middle of the tarmac to top up your ammo. Now for a VERY important
and often missed detour; Go up the slope to the catwalk where you began, taking out the workers
on the way. This will lead to a square gangway surrounding the central building. Following this
clockwise you will discover a chainsaw, followed by a conviction glyph before the walkway opens
out on the right. Here, you'll find a riot shotgun and a rocket launcher (yay!) as well as an
accuracy glyph (double yay!). Now, going back the way you came, continue along, beating the
gargoyle and discovering a using the health glyph if you need it. You can use your assault
rifle in the next screen if you want because you will find extra ammo for it in the back right
corner. After clearing out the area, have a word with the bystander who will tell you that
her friend is missing, and take advantage of yet another health glyph as you move up to the big
gates. Two gargoyles will drop down to annoy you, as well as several workers, one of whom holds
a key. Move through the gate on your right do destroy two more gargoyles and collect another
key, remembering to collect the shotgun in the bottom right corner on your way out. Move
through to the new area with the assault rifle, mowing down the dogs before they get close; You
will find extra ammo for this at the top of the steps on your left. There is a health glyph on
the right here that you will want to save for a little later, so move on and kill the two red
gargoyles who guard the exit glyph, before moving through the door on the left into the
basketball court. This is a tough area with about 50+ guys who appear, including prisoners and
workers. Slice your way through them, then grab the submachine gun ammo and free the innocent,
before heading back to the now lit exit glyph to continue on your way.

--------------------
6.12 Mansion Grounds
--------------------

Head down to the foreground right to free the innocent cowering there, and then move up the
path avoiding the tentacles. There is a submachine gun in the middle of the path here to help
you slice through those dogs as well as in the back right corner of the screen, where yet
another innocent awaits rescue. Back near the fountain, a health glyph should be visible just
ahead to the left, where a vamp will drop down who needs relieving of her key. (There is a
noteworthy information glyph here too) Now, head to the middle left of the screen to find a
small alleyway hiding an assault rifle and another strength increase glyph (yay!). The exit
glyph should now light up, enabling you to move into the house.

--------------------
6.13 Mansion
--------------------

As you move into the entrance hall, you'll be surrounded by enemies, but take out the shotgun
and put them to rest. Use the conviction glyph behind the statue if necessary, as well as
picking up the shotgun ammo in the left corner and freeing the innocent by the tentacle. You
should now move upstairs, and kill the group of workers on the landing, collecting the combat
shotgun (yay!) before moving into the room at the right of the top of the stairs. Using your
assault rifle take care of the enemies, collect your key and replenishment ammo and move back
into the corridor. This key opens the door on the right wall down the other end of the landing,
and will give you access to yet more assault rifle ammo, a health glyph, an innocent and the
next key. Head back the other end of the landing to open the third room which holds another key
and another innocent and then head all the way down to the final room which houses the final
key and a health glyph. Now you can head through the double doors at the top of the entrance
hall, and move on to fight the warden.

This guy has been 'turned' by a vampire and is pretty strong, having a few choice attacks to
nail you with. Many people say this guy is really hard, but if you follow my advice, you're
likely to lose about 1/2 a bar of health at most. He has a couple of attacks...

1. Tentacle - As well as having the ability to turn his arms into tentacles that spank you as
you run around, he also has the ability to summon them. You can deal with them in the way you
usually do, but just watch out, it's a small room.

2. Earthquake - Similar to the shockwave attacks of the other two bosses, and comes out very
fast; be ready to jump.

Firstly, free the innocent in the back left corner, and note the health glyph just in case.
Now, whip out the trusty chainsaw, and get twitching on that right trigger! If your health
drops below half, go top it up, and then come back swinging. Ranged attacks are pretty useless
here, so use melee if your chainsaw dies, and if you've run out of chainsaw gas before you
arrived, good luck! (1000pts)
You can now head back down to the entrance hall and hit the exit glyph to make your way back
out.

The only things to collect here are an assault rifle off to the left of the health glyph, and a
submachine gun in the bushes on the right had side of the fountain. After collecting these,
make your way back down the path and touch the green exit glyph.

--------------------
6.14 Main Yard 2
--------------------

Take out your shotgun and get busy.

================================================================================

--------------------
8. Boss Guide
--------------------
--------------------
Playground Beast
--------------------

After you've mowed down the hoards of undead, a huge lump of meat will crash through the front
gates looking pretty damn angry. First, don't worry about the beast, and concentrate on getting
rid of the shamblers first because they'll only get in your way otherwise. Done? Okay, read on.

This boss has 3 attacks that you need to worry about;

1. Releasing skitters - This is by far the most deadly of his attacks, and all I can recommend
is that you run away, turning and shooting until they're all dead. There seem to be about 4-5
usually, though I'm not quite sure. If you do get hit though, remember the health glyph in the
upper left corner.

2. Melee Attack - He will wind up and swing his arms around in a big circle, obliterating
anything that gets caught in his path. The good news is that this has very limited range, and
even if you're 'close' you'll probably be able to avoid it.

3. Pounding attack - He swings his arms above his head bringing them down on the floor sending
out a shockwave that effects anything it hits, usually knocking them senseless/onto the floor.
You can either run away, or simply jump to avoid this, but of course the slower your hunter,
the harder this is.

To kill him, simply get quite close and unleash your shotgun onto him over and over. When this
runs out or if you haven't got any, switch to the Machine gun, and failing that, your own
ranged weapon. It takes a while, but eventually you'll wear him down. (750pts)

--------------------
Teddy Bear
--------------------

This boss grows from the teddy bear that Kaylie has been clutching for the last level, which is
to say the least, mildly infuriating. It kills both of her parents, and makes Kaylie let out a
rather lovely scream. It is however not that hard, as he has just 3 attacks;

1. Foam Vomit - He opens his mouth and spews rancid foam (I hope it's foam) all over you. Just
try and stay behind him and you should be okay. In multiplayer, use one character as the lure
while the others batter him from afar.

2. Belly flop - Here he jumps and tries to land on top of you. It's pretty easy to avoid if
you stay on the move, and allows you a few seconds to plug him from behind as he gets up again.

3. Stamping Attack - Similar to the pounding of the last boss, but much harder to spot coming.
He appears to only do it when he gets low on health. Avoided best with running and jumping.

Simple formula to beat him, just run around plugging him with shotgun fire. Switch down the
weapons as you run out of ammo. I wouldn't recommend melee attacks unless you're trapped or
in the chasing pack of a multiplayer format. Try to break the pews on your travels as this
will stop you getting trapped between them which can lose you a ton of health. Don't worry
about the spectres, If you stay on the move they won't really affect you, and there is plenty
of health about. (750pts)

--------------------
Mansion Boss
--------------------

This guy has been 'turned' by a vampire and is pretty strong, having a few choice attacks to
nail you with. Many people say this guy is really hard, but if you follow my advice, you're
likely to lose about 1/2 a bar of health at most. He has a couple of attacks...

1. Tentacle - As well as having the ability to turn his arms into tentacles that spank you as
you run around, he also has the ability to summon them. You can deal with them in the way you
usually do, but just watch out, it's a small room.

2. Earthquake - Similar to the shockwave attacks of the other two bosses, and comes out very
fast; be ready to jump.

Firstly, free the innocent in the back left corner, and note the health glyph just in case.
Now, whip out the trusty chainsaw, and get twitching on that right trigger! If your health
drops below half, go top it up, and then come back swinging. Ranged attacks are pretty useless
here, so use melee if your chainsaw dies, and if you've run out of chainsaw gas before you
arrived, good luck! (1000pts)

================================================================================

--------------------
9. Codes/Extras
--------------------

After completing the game you will unlock Alternative Hunter mode and Nightmare mode, which
give your hunters different outfits as well as giving you a much harder version of the game.

You can tap left, left, B during gameplay to hear a random man's voice, or alternatively right,
right, B to hear a woman's. These seem to be all innocents, shouting, "Get away from me!" or
"You've all gone crazy!" or something along those lines.

There is a code to upgrade your special weapons to the highest level, which will only work once
during the whole game. Simply tap during gameplay B, up, left, down, right, right, B.

When using a glyph in multiplayer you can extend it's life indefinitely. The health glyphs,
for example, are set to deactivate when they have been used 4 times. However, if after 3 uses,
2 players then use it at the same time, the glyph will have been used 5 times and therefore
not deactivate. This works on conviction, strength and accuracy glyphs too, though strength
and accuracy glyphs deactivate after 1 use, so you'll have to use this 'cheat' the first time.

================================================================================

--------------------
10. Credits/Thanks
--------------------

Daniel Beasley - That's me! If you have any comment or info that you feel may help me or this
FAQ (particularly walkthrough info or codes) please e-mail me at Daniel_Beasley@hotmail.com

Interplay - For making another good game that is totally underrated.

Jason - For boss tips

Lord Veovis  - For the tip about killing vamps with the Judge's crossbow

Game User - For information about the final boss (Not posted yet, sorry!)

================================================================================

--------------------
11. Legal Stuff
--------------------

I spent time writing this, so please, don't pretend you did. Copyright blah blah blah...