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    FAQ/Walkthrough by ECzerniak

    Version: Final | Updated: 01/06/04 | Search Guide | Bookmark Guide

              T h e
                R E C K O N I N G
    "Hunter: The Reckoning" FAQ for Xbox, Version 100% Complete
    Written and copyrighted by Erin Czerniak, 2002
    Contact me at: erincz@netzero.com
    Version History:
    August 20, 2002 
    Sat down with a cherry Coke and some Cracker Jacks and started this FAQ 
    at around 1a.m. Insomnia? I have no idea what you're talking about...
    August 22, 2002 
    Started filling in more of the walkthrough; everything else is pretty 
    much complete, plan to add more on enemies, and possibly a Boss section 
    August 24, 2002 
    Filled in some more of the walkthrough, and added a few enemies and the 
    boss section to the FAQ.
    August 26, 2002 
    Finished the Walkthrough and Boss Sections. I believe the FAQ is 
    finally complete...for now.
    August 27, 2002 
    Edited some slightly inaccurate info on Level 8, Sewers 2. Also added 
    some more on the Boss Section for the Warden.
    August 31, 2002 
    Added a few things in the Hints Section.
    September 17, 2002 
    Confirmed the Glyphs cheat, thanks to *all* the readers who have sent 
    in tips so far!  
    October 5, 2002
    Got absolutely sick and tired of having to scroll up and down all the 
    time, so I added the clickable Table of Contents for easier viewing. 
    (May not be available on all sites.) Thank goodness for bookmarks! :) 
    October 15, 2002
    Added a few miscellaneous tips and hints on levels 18 and 19, and 
    Invincible Creatures Cheat in Tips Section.
    November 28, 2002
    Happy Holidays! Added a few Boss tips, and still trying to figure out 
    that Invulnerable Cheat, maybe someone at High-Voltage can help us out?
    December 29, 2003
    Finally got around to completing this FAQ (a year later) and by the 
    way, there is NO INVULNERABLE CHEAT. Several people have written to 
    tell me this, and I have confirmed it myself from the game makers 
    website. They had planned to make a cheat but never put it in. I have 
    also had a few tips sent to me that got lost in my email stack when I 
    moved :( If you sent in a tip and didn't get credited for it, you can 
    re-email me and I will give you credit in the FAQ. Sorry for any 
    Any information or tips you want to send me *will* be credited in this 
    FAQ. Thanks for reading this!
    I. Story
    II. Game Menu
    III. Controls
    IV. Hunters and their Attributes
    V. Edges
    VI. Glyphs
    VII. Combat
    VIII. Weaponry
    IX. Enemies
    X. Walkthrough
     1. Subway Station 
     2. Streets
     3. Playground
     4. Graveyard
     5. Church
     6. Catacombs
     7. Sewers 1
     8. Sewers 2
     9. Front Yard
     10. Meal Hall 1
     11. Main Yard 1
     12. Mansion Exterior 1
     13. Mansion Interior 1
     14. Mansion Exterior 2
     15. Main Yard 2
     16. Cell Block 1
     17. Cell Block 2
     18. Hospital Roof
     19. Hospital Interior 1
     20. Hospital Interior 2
     21. Morgue
     22. Sewers 3
     23. Machine Shop
     24. Death Row
     25. Main Yard 3
     26. Meal Hall 2
     27. Main Yard 4
     28. Mansion Exterior 3
     29. Mansion Interior 2
     30. Attic
    XI. Bosses
    XII. Codes, Hints and General Strategy
    XIII. Credits
    I. Story
    Ashcroft's Evil Institution (from the game manual)
    There were only two places to work in Ashcroft: The railroad and the 
    penitentiary. Since the 1920s, the town 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 forgiven, 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. 
    I'm sure you get the general idea; you're the good guy, and everyone 
    else (except for the cowering innocents) is the bad guy. The innocents 
    never seem to be very grateful when you save their lives either... but 
    it's all in a day's work when you're hunting down evil. Mwa-ha-ha.
    Back to Table of Contents
    II. Game Menu
    1. New Game
    -Starts a new game.
    2. Continue
    -Continues from a saved game.
    3. Options
    -Audio/Video (Change Music, Speech, SFX and Brightness)
    -Control Options (Choose from the Default setting to 5 Alternative 
    -Gameplay (Toggle Controller Vibration, Show Blood, and Friendly Fire 
    4. Special Features
    -Coma Video
    -Intro Video
    -Alternate Hunter Mode (Will be locked until completion of the game)
    -Nightmare Mode (Also locked)
    Back to Table of Contents
    III. Controls
    1. Pressing the Start button during gameplay will bring up the 
    following menu:
    Resume - Takes you back to gameplay.
    Options - Audio/Video, Control Options, and Gameplay.
    Character Stats - Keeps track of your Experience points, and shows your 
    Edges, Weapons and (surprise!) your characters' stats.
    Game Stats - Tracks your kills and rescues, for each innocent you 
    rescue you receive a Life, or Continue. Also lists current level 
    Restart - Restarts you at the beginning of current level.
    End Game - Ends game.
    2. Movement: Default Controls (You can change these configurations in 
    the Game Options menu. I prefer "Alternate 1" because you can click on 
    the thumbsticks to jump and attack.)
    Move Character - Left Thumbstick
    Aim Character/Weapon - Right Thumbstick
    Walk Backwards - Press the Left Thumbstick in any direction and press 
    the Right Thumbstick in the opposite direction.
    Strafe - Press the Left Thumbstick in any direction and press the Right 
    Thumbstick at a 90-degree angle from the position of the Left 
    Left Trigger - Jump
    Roll - While Strafing, pull the Left Trigger
    3. Weapons Controls: Default 
    X Button - Scrolls through available Basic Weapons
    B Button - Scrolls through available Special Weapons
    Y Button - Scrolls through available Edges
    A Button - Switch or Reload weapons, or activate Edge
    Right Trigger - Fire, Switch or Reload weapons, or activate Edge. You 
    can also perform Combo attacks with your melee weapon by continually 
    pressing the Right Trigger. Combo attacks will be discussed in the 
    Weapons Section VII.
    White Button - Reloads weapon (You can also use the A button or 
    continue pressing the right trigger)
    Black Button - Taunts monsters
    *The A Button is also the Action button. You can use it to open doors, 
    and also to read glyphs and talk to townspeople, which will be 
    discussed in Section VI.
    **The Directional Pad controls the camera angle, more or less. There 
    are five levels of zoom. Pressing up on the directional pad zooms the 
    camera in. Pressing down zooms the camera out. When playing single 
    player, you can press left to completely expand your view, and pressing 
    right will bring the camera in as close as you can go. 
    Back to Table of Contents
    IV. Hunters and their Attributes
    There are four characters from which you can choose: Avenger, Defender, 
    Martyr and Judge. Each character has different skills and attributes, 
    and each starts off with a melee weapon and a ranged weapon with 
    unlimited ammo and one Edge, which is listed first below.
    1. Creed: Avenger
    Name: Spenser "Deuce" Wyatt
    Height: 7'0
    Weight: 310
    Age: 35
    Weapons: Battle Axe and Lever Action Rifle
    Edges: Cleave, Smite & Ward
    2. Creed: Defender
    Name:	Samantha Alexander
    Height: 5'9"
    Weight: 120
    Age: 29
    Weapons: Katana and Magnum Revolver
    Edges: Rejuvenate, Ward & Demand
    3. Creed: Martyr
    Name:	Kassandra Cheyung
    Height: 5'2"
    Weight: 105
    Age: 19
    Weapons: Twin Daggers and Dual Auto-Loading Pistols
    Edges: Demand, Retribution & Burden
    4. Creed: Judge
    Name:	Father Esteban Cortez
    Height: 5'1"
    Weight: 175
    Age: 45
    Weapons: Crusader Sword and Crossbow
    Edges: Word of Power, Burden & Rejuvenate
    Character Attributes:
    Strength - Amount of additional damage the Hunter does during melee 
    Accuracy - Amount of additional damage the Hunter does during ranged 
    Speed	- How quickly the Hunter moves.
    Conviction - A Hunter's dedication to the hunt. Conviction is used to 
    activate Edges.
    Stamina - A Hunter's damage resilience
    Strength and Accuracy can be improved throughout the game by activating 
    certain glyphs, which is discussed in Section VI. (There is also a 
    Glyph cheat for certain versions of the game, discussed in the Hints 
    Here is a table with each of the characters' attributes for comparison 
    out of a five-point scale.
             Avenger    Defender    Martyr     Judge
    Strength   2.5        2.0        1.0        1.5
    Accuracy   2.0        2.5        1.0        2.0
    Speed      1.0        2.0        3.5        1.5
    Conviction 1.0        2.0        2.5        3.0
    Stamina    1.5        1.5        1.0        1.5
    Obviously, some characters will be faster than others, or will produce 
    more damage in a melee attack than they might by using their ranged 
    You will have to develop different strategies for gameplay depending on 
    whether you are fighting alone or with companions. 
    Remember that you only start out with one Edge, and you won't gain the 
    third and final Edge until you are well into the game. 
    There are several Strength and Accuracy Glyphs throughout the game, so 
    if you have teammates, you may want to bolster Martyr's Accuracy stats 
    rather than the Defender's, and Martyr isn't very strong either, but 
    she can run circles around a throng of zombies for excellent melee 
    Your attributes will improve as you level up throughout the game. The 
    amount of Experience points and Rescues you get depends on how many 
    Hunters are in the game. 
    If a Hunter dies during the game and doesn't press Start to continue 
    within ten seconds, that Hunter will lose ALL its Exp and will have to 
    start all over again with only one Edge. 
    Back to Table of Contents
    V. Edges
    Each Hunter starts off with one Edge at its lowest level of power. As 
    the Hunters advance, they gain up to three Edges, and the powers of 
    each Edge increases -- up to three levels. (I finished the game with 
    two Edges at level three, and one Edge at level one.) 
    As your character grows in experience, his/her skills will increase, 
    and new Edges will become available. You gain a new Edge or level up on 
    an existing Edge every time you defeat a Boss. 
    1. Cleave/Picture of Axe		
    -Imbues the Hunter's weapon with raw power, greatly increasing the 
    damage the weapon does in combat. Cleave only affects hand-to-hand 
    weapons and when activated, causes the weapon to burn with a 
    supernatural power. The strength of this Edge increases as the Hunter 
    gains experience.
    2. Smite/Picture of Fist	
    -Unleashes a powerful wave of damaging energy that radiates out from 
    the body in a 360-degree arc. All creatures of darkness caught in the 
    wave will be damaged, often being thrown back by the powerful show of 
    force. As this Edge becomes more powerful, the amount of damage 
    3. Ward/Picture of Body stretching out Arms	
    -Creates a barrier between the Hunter and beings tainted by evil. The 
    summoned barrier surrounds the Hunter and prevents weaker creatures 
    from making physical contact. Stronger monsters may brave the barrier, 
    but will suffer damage as a result. As the Hunter gains experience, the 
    radius of this Edge increases, allowing other Hunters to become 
    protected as well.
    4. Burden/Picture of Weighing Scales		
    -Passes judgment on the evil near the Hunter. Creatures of darkness 
    caught in the radius of this Edge are frozen where they stand as the 
    weight of their misdeeds rushes over them. As the Hunter increases in 
    power, Burden affects a larger number of creatures in its area of 
    effect and will hold them for a longer period of time.
    5. Word of Power/Picture of Lightning Bolt
    -Focuses the power of goodness and purity into a weapon against evil. 
    When a Hunter utters the word of power, it extends forth on a cone of 
    light. Creatures caught in this purifying glow suffer terrible injury. 
    The more powerful this Edge becomes, the more damage it delivers.
    6. Demand/Picture of Pointing Finger	
    -Boosts the Hunter's physical speed and performance to super-human 
    levels. A Hunter who activates demand can attack at great speed and do 
    additional damage, but must pay for this advantage through a loss of 
    conviction and health. Both the speed effect and the amount of damage 
    increase as the Edge becomes more powerful.
    7. Retribution/Picture of Skull	
    -The Martyr's personal form of revenge. When the Hunter activates this 
    power, all creatures that inflict damage on the Hunter suffer a portion 
    of that damage reflected back upon them. As the Martyr gains power, 
    Retribution delivers increasing damage to those who strike her.
    8. Rejuvenate/Picture of First Aid symbol	
    -Calls forth the power to heal. When the Edge is activated, the Hunter 
    receives a boost to his/her current health. At higher levels, any 
    Hunters nearby are also healed.
    Back to Table of Contents
    VI. Glyphs
    There are six different kinds of Glyphs, which can be activated by 
    standing on or near the glyphs and pressing the A Button. 
    Glyphs can have multiple charges; so multiple Hunters may use the same 
    Glyph. When a Glyph runs out of power, its glow will disappear. 
    After typing the word Glyph several times, it will start to lose all 
    meaning, and it suddenly begins to look as if it were spelled 
    1. Health
    The Health Glyph regenerates the Hunter's Health, represented by the 
    red bar on your screen. This Glyph can be used four times before it 
    loses power, so if you have multiple Hunters, ration them wisely. After 
    leveling up a few times, it may not even heal you completely, so having 
    a Defender in your party that can heal from early on might be a good 
    idea. The Health Glyph looks like a plus sign with a diamond in the 
    middle. (Health can also be regained when fighting creatures, sometimes 
    they leave behind red and blue spheres, and these are most powerful 
    when the glow is brightest. It doesn't heal as much as the Health 
    Glyph, but it helps when you fight hand-to-hand with creatures that may 
    get in an attack or two before you can kill them off.)
    2. Conviction
    The Conviction Glyph regenerates the Hunter's conviction, represented 
    by the blue bar on your screen. This Glyph can also be used four times 
    before losing power, and looks like the letter "E." (Conviction can 
    also be regenerated with the little blue spheres that creatures leave 
    behind after they've been killed.)
    3. Strength
    The Strength Glyph gives the Hunter a permanent Strength increase. This 
    Glyph is a line with two arms coming out at angles, almost like a cross 
    with the arms angled down a little. Gives the Hunter a half-bubble 
    increase, and has only one charge, so use it wisely.
    4. Accuracy
    The Accuracy Glyph gives the Hunter a permanent Accuracy increase. This 
    Glyph looks like a plus sign with a circle in the middle, not to be 
    confused with the Health Glyph (I've been fooled before, and you don't 
    know how mad you can get until you realize that you didn't find a 
    Health Glyph when you really need one, and instead your accuracy gets 
    improved.) Gives the Hunter a half-bubble increase, and also has only 
    one charge, so use it wisely.
    5. Information
    Activating the Blue Information Glyphs gives the Hunter additional 
    facts about the environment and clues about the game. Information 
    Glyphs are bracket-shaped and have unlimited charges, although they 
    don't actually improve any character stats. Sometimes innocents or 
    other bystanders will be standing on Information Glyphs. You may talk 
    to them by activating the blue Information Glyph with the A Button. (I 
    have noticed that sometimes bystanders will only repeat a piece of 
    information once, and if you activate them again, they will tell you 
    something else, or tell you to get a move on. I'd recommend asking them 
    more than once, just to see what they say. You'd think if they saw you 
    fighting zombies and vampires in front of them that they would have the 
    sense to get out of there themselves, but whatever...)
    6. Exit
    Activating a green Exit Glyph allows the Hunter to exit the environment 
    and progress to the next one. This bracket-shaped Exit Glyph will not 
    be activated (it glows green when activated) and is a white outline 
    until the level's mission has been completed. However, once you 
    Activate it with the A Button, you will not have the opportunity to go 
    back to that level unless you want to start over, so make sure you have 
    recharged Health and Conviction as much as possible, and stock up on 
    weapons before moving on to the next level. 
    Back to Table of Contents
    VII. Combat
    In addition to your Edges, your character also has basic and special 
    weapons. Each character starts off with a melee and ranged weapon with 
    unlimited ammo, and can pick up any of the weapons along the way. 
    Certain weapons are more useful against creatures than other weapons, 
    which will be covered in the Enemies Section. 
    1. Combat
    There are two basic types of combat in Hunter: Melee and Ranged. Each 
    Hunter begins with a basic melee weapon (axes, swords and knives) and 
    one ranged weapon (pistols, rifles and crossbows). These basic weapons 
    are unique to each Hunter. For instance, the Avenger Deuce carries a 
    Lever-Action Rifle and a Battle Axe, while Samantha the Defender 
    carries a Katana and a Magnum Revolver.
    2. Melee Combat
    There are a variety of melee attacks, including combos, jumping 
    attacks, running attacks, 180-degree sweeps, and 360-degree sweeps. You 
    can select your melee weapon by cycling through your basic weapons with 
    the X Button and activating it with the A Button or Right Trigger. 
    3. Basic Attack
    To attack the baddies and destroy objects, simply point your Hunter in 
    the direction of your target using the Left Thumbstick or aim with the 
    Right Thumbstick, and pull the Right Trigger to attack.
    4. Combo Attacks
    Pulling the trigger three times will send you into a combo attack. Once 
    you are doing a combo, make sure you keep aiming with the right 
    Thumbstick, otherwise you can leave yourself open to attacks from the 
    sides and behind you if you are surrounded by creatures. 
    Each subsequent strike in the combo does additional damage to your 
    5. Lunging Combo Attacks
    By pulling the left trigger during a combo, your Hunter will do an 
    additional lunging or jumping attack. To pull off the lunge attack, use 
    the jump button as the third strike in the combo. (right trigger, right 
    trigger, left trigger)
    6. Sweep Attacks
    By holding and then releasing the right trigger, your Hunter will 
    perform a thrust and 360-degree sweep attack. Wonderful for when you 
    need some "personal space."
    7. Running Attacks
    Basic and Combo attacks can only be performed when your Hunter is 
    stationary. To initiate a running attack, useful when dodging bullets 
    in a melee situation, push the left and right Thumbstick in the same 
    direction while pulling the right trigger. If you're extremely 
    coordinated, you can even attack to the left or right as you're 
    running, although pulling too far in either direction may cause you to 
    stop running and start a stationary attack, so be careful.
    8. Airborne Attack
    While airborne, your Hunter can also do a diving attack on any nearby 
    enemy. To trigger this strike, simply pull the right trigger on the way 
    down from a jump or when falling from a higher location. Your melee 
    weapon must be drawn for this to work, and you must activate the 
    airborne attack after peaking with your jump. (In other words you can't 
    be on the way up when you pull the Right trigger)
    9. Ranged Combat
    Pretty straightforward here, you cycle through basic weapons with the X 
    Button, and your special weapons with the B Button, select with the A 
    Button, Aim and Fire!
    Back to Table of Contents
    VIII. Weaponry
     1. Double Barrel Shotgun - Delivers a short-range volley, can fire 
    twice before reloading
     2. Riot Shotgun - Pump-action, holds eight rounds
     3. Combat Shotgun - Semiautomatic; also holds eight rounds
     4. Machinegun - Lacks accuracy, but can fire up to 32 bullets at a 
     5. Assault Rifle - More accurate at long-range, holds thirty rounds
     6. Bull-Pup Assault Rifle - You'll make friends with this lightweight, 
    thirty-round little miracle
     7. Chainsaw - Fun, but ultimately inadequate, and runs out of fuel 
    fairly quickly
     8. Flamethrower - Hit your enemies and watch them stop, drop and roll. 
    It's a fuel-guzzler, but you can control it with short bursts that keep 
    them on fire for a few seconds, and then hit 'em again if they still 
    want more.
     9. Rocket Launcher - Slow to reload and holds one at a time, and you 
    can also kill your teammates if they get in your way. Why do you love 
    it so much? 'Cause sometimes you need a rocket launcher to get the job 
    done right.
    Back to Table of Contents
    IX. Enemies
    **Please note that I take a lot of liberties with the names I give to 
    these enemies. Some of them are correct, and some of them are obviously 
    made up (like the Hulks) because I can think of no better way to 
    describe them, so if anyone knows the proper names for these creatures, 
    feel free to write me and let me know so I can edit this section.**
    Zombies/Shamblers - the last of the three types of Zombies. What are 
    the other two types? Not sure exactly, but I know you wouldn't want to 
    meet any of them in a dark alley unless you had a loaded gun. These 
    usually take a hit or two to kill, and they are determined to mess with 
    you, so stay out of their grasp. Even if you shoot off the top half, 
    the bottom half can still kick you. Zombies also tend to respawn a few 
    times, usually in clusters, so if you're going in to collect a red/blue 
    sphere, be careful one doesn't materialize nearby to swipe at you.
    Worth 5 experience points.
    Skitters - If you've played Halo, these little critters are reminiscent 
    of the Flood. They like to sneak up on you and explode, which 
    invariably takes a chunk off your Health meter. Shooting them from afar 
    is the best defense, and shooting them in a group will usually cause a 
    few of them to blow up at once, saving you the trouble of using more 
    bullets. Sssh, do you hear a skitter?
    Worth 3 experience points.
    Gargoyles - They come to life after you get near them, and Machinegun 
    is probably the easiest way to take them out. Attacking with your sword 
    from the side seems to work pretty well too, because it keeps them off-
    Blue Specters - They're blue and float in the air, and they like damp, 
    smelly places. They hurl one to three blue orbs at you that can take 
    off Health or Conviction. In later levels such as the Cellblocks, they 
    hang from nooses and their shots are pretty easy to avoid if you have 
    some space to strafe to the side, and you can kill them with several 
    Rats - They look like the New York variety to me, and if they get close 
    to you they can emit this foul gas cloud that makes you cough and 
    unable to use a weapon for a second or two. 
    Dogs/Wolves - There are also blue spectral wolves that are ice-
    breathing mongrels that can chase you down pretty quickly. If you have 
    to run, try to run backwards while pumping a few rounds at them to slow 
    them down.
    Crocodiles - Seen in the sewers, they have a nasty bite, so don't get 
    too near them. Not *too* hard to kill though. 
    Hulks - Great big things that look very deformed and usually are much 
    bigger than you are. Kinda flesh-colored, they usually run pretty fast 
    and can hit pretty hard, sorta like the neighborhood bully. Run and 
    shoot, need I say more?
    Flesh-Crafted Raver - You find these once you get into the Ashcroft 
    Penitentiary. They're white and misshapen, with one arm much larger 
    than the other, and they can spew this corrosive green acid stuff. They 
    often respawn one at a time though, so make sure you don't leave any 
    Vampires - These creatures of the night don't like daylight, so try to 
    stay in well-lit areas if possible. Fire and wood hurt them more than 
    bullets, so the Judge's crossbow is excellent, and direct sunlight is 
    lethal. They'll try to suck your blood, so keep your distance. These 
    are the ones that Mom warned you about.
    Tentacles - You don't see these too often, but they are black and can 
    whip you for a decent chunk off your Health meter. A few good whacks 
    with your Axe or Sword should be enough to sever them, or play it safe 
    and shoot from afar.
    Misc. Creatures - There are other creatures that shoot you with bone 
    arrows or something of the sort, these types of creatures can often 
    take major hit points from you, so if they start to appear you should 
    concentrate on getting them first before zombies, etc. The zombies may 
    hit you a few times before you can get around to blowing their heads 
    off, but they take off less damage than most of the creatures you'll 
    face. Creatures often regenerate in the same spot more than once, so 
    keep walking around to spawn and kill as many of the undead as you can. 
    It's good for the experience points. Certain creatures are more 
    vulnerable to certain types of attacks than others. Remember that 
    light, fire, and wood are always your friends, i.e., the crossbow, 
    Flamethrower. When fighting slow-moving bosses, a rocket launcher can 
    take off a lot of health if you can get a clear shot. Basically, if you 
    find that a certain weapon seems to be inadequate, switch to another to 
    see if it is any better.
    ...More to come
    Back to Table of Contents
    X. Walkthrough
    (This walkthrough will be as complete as I can possibly make it. The 
    difficulty in writing this walkthrough so that you can understand it 
    will be in telling you which direction to go since the camera angle 
    isn't really fixed. There is no true North, so I will try to give 
    directions relative to landmarks in the different stages, with complete 
    descriptions of your surroundings, so bear with me. It would be nice to 
    figure out a way to make maps for the levels, but until then I will 
    just try to make this section as thorough as possible.) 
    Also, you may find more or less innocents than I describe, it all 
    depends on the number of Hunters in the game. The number of weapons and 
    locations seem to pretty constant, as well as Glyph locations, but feel 
    free to let me know if I'm incorrect on something in here.
    Back to Table of Contents
    1. Subway Station
    Enemies Encountered: Zombies
    Weapons Possible: Machinegun and Double-barrel Shotgun
    <Scene of Arkady's execution>
    Loads level
    <Scene in subway station>
    "This is Bookworm_55. Witness1 asked me to help you get through this 
    alive. When using the default control setting: walk up to each blue 
    glyph and press A, the Action button." 
    OK, you are now ready to fight the forces of evil. You will see the 
    first of the Hunter-Net Updates in the game, telling you to walk up to 
    each electric blue Glyph and press the A Button. Press A to continue to 
    start looking for the eight Glyphs. 
    You're standing on a train platform facing the tracks, with a blocked 
    staircase behind you on the left and a small office to your right. If 
    you go to your immediate left, you should find a Machinegun, the first 
    of your Special Weapons. You can cycle through these weapons with the B 
    By now, a Zombie or two might have wandered over in your general 
    direction, so go ahead and take them out, and then turn your attention 
    the little office in the middle of the platform. You should see a Blue 
    Information Glyph (#1) there, and you may have noticed another one on 
    the pillar to the left of the office (#2). 
    Open the door to the office, and go activate the computer with A once 
    you're inside for a Hunter-Net Update. 
    You should see another small office just ahead with a Blue Glyph (#3) 
    which tells you about the Directional Pad, and another Glyph on the 
    pillar again on the left (#4) telling you how to scroll through 
    Check the computer terminal in this office for another Update, kill 
    some more Zombies, and notice that off in the distance a poor man looks 
    like he's being beaten down by some undead creatures, so go ahead and 
    run to his aid.
    <Scene with transit worker, A.K.A. Cletus, the slack-jawed yokel>
    Essentially you're looking for some slave labor to help fix the train, 
    and he thinks it'll take at least 50 people, but you've saved your 
    first innocent, and thus gained your first continue in the game. (I 
    recommend hoarding these as much as you can to save them for the bosses 
    later on that can kill you faster than you can say Sam Raimi...) 
    Anyway, finish killing off these Zombies however you like, build up 
    your experience points, and start looking for the rest of the Glyphs. 
    You also may have noticed the Zombies sometimes leave little glowing 
    spheres of light, either blue or red, after they die. These will 
    replenish small amounts of your Health and Conviction, and are most 
    powerful when snatched up right away, but Zombies have a habit of 
    appearing right as you get to that red Health sphere and they'll whack 
    you, often taking off more Health than the sphere was worth, so be 
    Your next Glyph should be right next to where the man was crouching, on 
    the left pillar (#5), which leaves three to go. 
    Glyph (#6) is three pillars up from you on the left again, and by now 
    you should see the last two Glyphs ahead of you on either side of the 
    staircase. Talk to the Bystander about the Green Objective Glyphs, and 
    then pick up your shotgun and activate the left Glyph (#7) that tells 
    you weapons have been left for you in the town. 
    Go the to last Blue Glyph to the right of the staircase, notice the 
    Green Glyph in the middle of the staircase does not turn green until 
    you activate the last Glyph (#8) on the pillar, the one explaining 
    about the Orange Health Glyphs. It's hardly a surprise that a Health 
    Glyph would just happen to be right next to you, so heal up and make 
    sure it said your Objective was complete, and move on to the next 
    By the way, it will not let you use a Health Glyph if your Health meter 
    is full.  
    Back to Table of Contents
    2. Streets
    Enemies Encountered: Skitters, Zombies, Gargoyles
    Weapons Possible: Machinegun and Shotgun
    "The town thinks this is just a riot. They justify what they can and 
    deny everything else. Send at least 5 innocents back to help fix the 
    This is your first time seeing a Skitter; shoot them quickly before 
    they can explode near you causing you to burst into flames. Here, glass 
    windows can be shot out, and cars will explode if you put enough 
    bullets into them (only the ones that don't already look burnt out) and 
    this is useful if a bunch of Zombies start milling around, you can 
    damage them with the explosion. 
    You start off looking towards a green car ahead on the right (this is 
    one of the cars that you can shoot) and the subway from where you just 
    came is on your left. Turn around behind you and go back a little ways 
    to find a shotgun, the first of your five innocents, and a whole lotta 
    Do what you need to do, and then start going back towards the car 
    again. You may want to blow it up when you're well out of the way. To 
    the right of this car there is a shotgun on some steps. Now the street 
    goes to the right, but there are several cars blocking your way. 
    Go to the upper left corner first for a Machinegun, a Health Glyph is 
    in the middle of the sidewalk, and your next innocent (#2) is a little 
    to the right near the cars. 
    After you save her, another Scene occurs where she tells you she's 
    looking for Kaylie, and you tell her you'll look for her, much to your 
    dismay later on in the game. Another ton of Zombies will appear, so 
    fight your way through them past the lined cars, and look for a speed 
    limit sign (20 mph) coming up on your right. 
    A little past this sign to the right on some stairs you should see a 
    Machinegun, and almost directly across from it on the left is another 
    shotgun. There is another shotgun further up on the right, past the 
    Ashcroft movie theater where you can catch "Samurai For An Eye 2" if 
    you haven't already seen it. 
    In this area you'll encounter a lot of zombies, I wouldn't recommend 
    trying to run your way through, because they'll all gang up on you, and 
    that could be bad. A good place from which to defend yourself from 
    getting hit is up on the left side back near the cars where there's 
    some stairs going up, and then a walkway and then some stairs leading 
    back down. Not many of the Zombies can figure out how to climb the 
    steps, so you're pretty safe here shooting over the rail at them or 
    when they start coming up the stairs. 
    After you clear your way through this part of the street, the road will 
    open up into a four-way intersection with a gas station on your left. 
    Do this in whatever order you like, but I'm going to recommend going 
    around this area in a counterclockwise fashion because there really 
    isn't much to do up on the right and you can clear it quickly. 
    On the right, watch out for Skitters, as you may encounter a few more 
    in this area. Over by the burning rubble next to the building is 
    another Machinegun, so don't be afraid to spray a few rounds in to the 
    crowd to keep them off your back. When you go over by the gun, a few 
    more Skitters may jump out at you, so be ready for them. 
    Go straight ahead through the intersection to where the train has 
    derailed for another shotgun, and you may have noticed a red truck on 
    the left, behind that is another innocent (#3) to save. (You can also 
    blow up this truck if you want) 
    Now you have finished this area, so go back towards the gas station.
    If you look on the left side of the building there is another innocent 
    (#4), and you may have noticed on the top of that building there is a 
    Machinegun. To get up here you have to shoot out the red truck on the 
    other side of the building, so run back around to the side with the gas 
    Make sure you don't shoot the gas pumps when you're standing next to 
    them, because surprise! They tend to explode when shot at. Use these to 
    your advantage; try to get a lot of zombies spawned before you set them 
    off. There is another green car here that can explode as well. (This 
    game is an arsonist's dream, isn't it?) 
    You can get the Machinegun on top once you shoot out the truck by 
    jumping on the hood to get on the top of the truck's roof, and then by 
    jumping onto the roof of the gas station. 
    You may notice a dumpster in the upper left with another Machinegun in 
    it, so get that and continue going down the street past the green car 
    on the corner in front of the gas station. Watch out for more Skitters, 
    and up on the right side of the street you'll see a Bystander with a 
    Machinegun to her right. She'll tell you that there was a little girl 
    being chased by something, and they went past the prison. We're 
    assuming this is Kaylie, but first we want to check out the little side 
    alley on the left. 
    You may have noticed a blue Glyph on the wall here, so go down this 
    alley, kill any Skitters and Zombies you see, and rescue another 
    innocent to complete the Bonus Objective. There is also a Health Glyph 
    and a shotgun in the dumpster. 
    Go back out to find that you've triggered a whole lotta Zombies, use 
    the sidewalk on the left to keep them from rushing you all at once. You 
    can even shoot them over the railing, and they're too stupid to realize 
    that they could get to you if they tried. 
    Once you've cleared out the area, go past the cars to the next 
    intersection, with another red truck sitting in the middle of it. 
    Before reaching the intersection, you'll see a shotgun on the left in a 
    doorway and a Machinegun on the right at the corner in front of Bob's 
    Diner. Go ahead and go left for now, midway down the street on the left 
    is a shotgun. 
    Right before you get to the two shot-out cars on the left, there is a 
    Machinegun in the doorway. If you go towards the rubble in the back, 
    there's four more Skitters, so watch out for those, and use the Health 
    Glyph if you need it. 
    Now you may have noticed an innocent cowering on the other side (or 
    both sides sometimes) of the fence. To get over there, you need to go 
    back towards the intersection with the truck in the middle, and there 
    will be a break in the fence that lets you go right, or left towards 
    the innocent. 
    Also notice the two Gargoyles sitting on either sides of the fence that 
    come to life once you try to get past them. Watch out for their pounce 
    and that tail of theirs! They're not too hard to beat however, and they 
    move rather slowly, so once you defeat those guys, read the blue 
    Information Glyph next to the locked door. Now work your way down the 
    path on the left, there are about three areas where the Zombies 
    respawn, and go all the way down to save the innocent and refill your 
    Conviction using the Glyph shaped like an E.
    When you start back on the right side of the path, three more Gargoyles 
    will appear along with four Skitters, and then another three Gargoyles 
    at the end for a total of six. (Besides the two at the fence) Skitters 
    may respawn a few times, so be careful of those, as they can pack quite 
    a wallop. 
    You should find another innocent up here and a Health Glyph, and you'll 
    notice a lot of Zombies spawning on the other side of the fence. If 
    you're playing with the Judge Hunter, you can use Word of Power on them 
    from across the fence if you want to take out a few early on. 
    Go back down the path (and watch for respawns of the Skitters!) and 
    around the fence to the intersection and kill off the horde of Zombies. 
    You can let them come at you one at a time by waiting in front of the 
    cars. There's a Machinegun in the upper right corner, and once you get 
    that and use any Health/Conviction Glyphs that you need, go ahead and 
    press A on the Green Exit Glyph to get outta there!
    Back to Table of Contents
    3. Playground
    Enemies Encountered: Zombies, Skitters, Gargoyles, Playground Boss
    Weapons Possible: Machinegun and Shotgun
    "There's an elementary school nearby. Kaylie might be hiding there. 
    You'll have to clear out a lot of monsters if you expect the girl to 
    show up."
    As soon as you press the A Button, you will be surrounded by Zombies. I 
    wouldn't recommend using all your Special Weapons ammo, because this 
    will be where you encounter your first boss to fight. Try to run 
    circles around them killing them off melee style or with your standard 
    ranged weapon. You're basically in a big open space, and there's a 
    Machinegun near where you started out, in a corner to the right of the 
    fence. The dumpster on the left can be a good place to kill Zombies 
    from as well. This fence has a gate in the middle and a break in it all 
    the way at the end, so ignore the gate and go to hole at the end. 
    You'll probably notice a burning school bus in the upper left corner; 
    there is a shotgun and a Health Glyph in front of it. 
    When you go in, some Zombies will be coming out of the ground, and a 
    Gargoyle should drop out of the sky by the wall, and two more will 
    follow it at some point. Kill off the Zombies by the school bus, and 
    eventually it will trigger a scene where this four-legged, two-armed 
    thing breaks down the gate and comes at you.
    <Scene with Playground Boss-thing>
    Check out the Boss Section for tips on beating this Boss.
    Once you beat him you get your second Edge, and the little girl, 
    Kaylie, feels safe enough to come out, and now it's time for you to 
    play Babysitter.
    Finish killing any Zombies or Gargoyles that might be around, and go 
    towards another gate in the upper right corner. There is a shotgun over 
    near the wall, and press A to go through the gate. You should see a 
    Green Exit Glyph inside, but before you hit it, get the Machinegun 
    behind the slide on the right. 
    Back to Table of Contents
    4. Graveyard
    Enemies Encountered: Zombies, Blue Specters, Skeletons, Gargoyles
    Weapons Possible: Machinegun, Shotgun, Chain Saw
    "Get Kaylie to the Church and don't let anything happen to that little 
    girl. Keep a close eye on her health bar."
    The most important thing on this level is that you have to make sure 
    the girl doesn't fall too far behind, otherwise you hear a 
    bloodcurdling scream and suddenly she's being attacked by spirits or 
    zombies. If you don't mind using her as bait, it's a good way to build 
    up some Exp, but you probably noticed that she has a Health meter, and 
    there is no way to heal her. If she dies you start the level over, so 
    you have to think of her safety when triggering battles. 
    This is the also first time that you'll encounter the Blue Specters. 
    They usually shoot these blue orbs at you, and sometimes they take away 
    Health, and sometimes it's your Conviction, so try to kill them off 
    before any of the Zombies that might be nearby. A few well-placed shots 
    and they should disappear into thin air. Check all the crypts for guns, 
    and if you see one with a closed door, shoot it. Sometimes it's ammo 
    you get and sometimes its spirits, and sometimes it's a skeleton with a 
    So start off by looking behind the first crypt to your right, there 
    should be a Machinegun. Zombies will start to spawn from the ground, 
    and be careful going between the crypts because they often pop up 
    there. There is an innocent in the last crypt on the right side in the 
    doorway, and usually a Blue Spirit will pop out of the crypt directly 
    across from that. Straight ahead in the circular area of the path is a 
    Health Glyph, but Zombies tend to jump up on you, so don't rush ahead 
    to get some much-needed health without letting them all spawn first.
    The path will hook to the left, and on the left side of the bridge, 
    you'll get your first Chain Saw. There is also a Conviction Glyph at 
    the end of the bridge. A lot of Zombies will be spawning out of these 
    swamps, so make sure they stay away from little Kaylie. As you're 
    crossing the bridge, you may notice a lone crypt over on the right near 
    the hillside. Once you get near it, a Zombie will come out of it that 
    drops a key once it is killed so that you can get through the gate.
    Pass through the gate, killing off Zombies right and left, and follow 
    the path. Once you get to the next Health Glyph in another circular 
    area, you might see a Shotgun in the upper left corner near the brick 
    wall. The crypt here contains a Blue Spirit as well as a Machinegun, 
    and there is another Shotgun to find if you go to the left when you 
    reach the stairs, next to the wall. 
    Head down the stairs and along the path, watch out for another Blue 
    Spirit on the left. There's a Shotgun to the left of the fountain near 
    a headstone. You'll see a semi-circle of crypts on the right, and the 
    third one contains a hiding innocent. You should notice a Shotgun in 
    the crypt nearest the fountain, and crypt's #4 and #5 may contain a 
    Blue Spirit. The last crypt in this semi-circle will have another 
    Shotgun, and the key you need to progress to the next area. There is 
    also a Health Glyph behind the crypt. If you go up to the hill on the 
    right you should see a gate that you cannot open just yet. If you go 
    all the way to the right along the fence there should be a Machinegun. 
    (Or you can save this for later when you get the key to the gate to 
    come back through)
    Go a little further down the path and you'll see a crypt on the left 
    with a Conviction Glyph in front, and an innocent hiding in the back. 
    Go up the stairs and to the next circle, and fight the Blue Spirit that 
    comes out of the crypt on the left. There's another Chain Saw in the 
    corner if you need it. Once you get over to the gate, there is a 
    Shotgun all the way to the left.
    Enter the gate and go down the steps. The first crypt on your right 
    will contain the Zombie holding the key, but be aware of the Blue 
    Spirit and Skeletons that appear nearby. The path winds to the left a 
    little, and the next crypt on the right will have a Shotgun and a Blue 
    Spirit guarding it. After that, the path will turn to the right, and 
    you'll see the gate ahead with a Health Glyph and two Gargoyles on 
    either side of the path. Try to clear out the grave areas on the sides 
    of the path before you go trigger the Gargoyles. Once you go after 
    them, some more Zombies and Skeletons are going to respawn for a mini-
    battle, so take your time and keep an eye on Kaylie's Health meter. 
    Before you go through the gate, you can shoot out some of the Zombies 
    on the other side by jumping and shooting, or by using the Word of 
    Power Edge. There is a Shotgun on the hill to the right after you pass 
    through the gate. There is a gate on the left that doesn't lead 
    anywhere, but if you look ahead over the fence you'll notice the area 
    that you start out in at the beginning of the level, so now you have 
    come full-circle and are close to the Church. Go up the steps and use 
    the Conviction Glyph if necessary, the Gargoyles you see there won't 
    trigger just yet.
    You can go either to the left or to the right now, it just leads you 
    around in a circle, so I'll start off by going left. 
    Two Gargoyles (not the ones by the gate) will appear from nowhere, so 
    fight those off and continue around the Church to the left. After the 
    camera angle swivels around so that you are looking towards the side of 
    the Church, another Gargoyle will appear along with some Zombies. At 
    the end of this side you should find a Zombie that drops a key, as well 
    as a Shotgun. If you didn't get the Machinegun on the hill earlier in 
    the level, you can probably see the Machinegun on the other side of the 
    fence, but for now continue on and use the Health Glyph if necessary 
    around the corner. 
    You are now nearing the right side of the Church, which is an open 
    cemetery area. If you run along the length of the fence to the end, you 
    will find another Conviction Glyph, as well as a gate that you can go 
    through now that you have the key. If you need to go back and get the 
    Machinegun or to use the Health Glyph behind the crypt go ahead, and 
    when you finish come back into the cemetery area near the Church. There 
    are a lot of Zombies spawning in this area, an if you go near the 
    Church walls by the stained glass windows, you can trigger two 
    Now it's time to enter the Church, so go back and fight the two 
    Gargoyles guarding the Church doors, replenish your Health and 
    Conviction if you need to, and activate the Green Exit Glyph when 
    you're ready to fight the next boss.
    Back to Table of Contents
    5. Church
    Enemies Encountered: Blue Specters and Teddy Bear
    Weapons Possible: Machinegun and 2 Shotgun
    <Scene where Teddy Bear kills Kaylie's parents, after which you 
    immediately go into battle>
    ...By the way, you may notice that different Hunters say different 
    things in the cutscenes, and if you have multiple Hunters, it will be 
    random each time. The Martyr's remarks in this cutscene are pretty 
    funny, and maybe a little sacrilegious, being in a 
    If you didn't already regret helping out Kaylie, you will now. Remember 
    the teddy bear she was clutching? Well it's grown about ten feet 
    taller, and it doesn't look very friendly. You start out more or less 
    in the middle of the room, and if you don't move quickly you're going 
    to get slapped around, so pick a direction and go. There is a Health 
    Glyph in the left corner near your starting point (to the right of the 
    organ) and there is a Conviction Glyph in the corner that is diagonally 
    opposite from the Health Glyph, on the right side of the altar area. 
    There are two Shotguns to pick up: One is in front of the organ, and 
    the other is to the right of the Health Glyph along the wall two 
    windows down. A little further along the wall (up near the altar) is 
    where you can find a Machinegun. 
    Check out the Boss Section for tips on beating this Boss. 
    After you defeat the Teddy Bear, you'll watch another Scene with 
    Carpenter, the freaky guy in the bandages. He opens the altar for you 
    to go into the catacombs, and once you talk to the Bystander and 
    freshen yourself up a little; you can press A on the Green Exit Glyph 
    to go to the next level. 
    The Bystander tells you that the little girl and her babysitter are on 
    their way to the train station, but before you got there, a woman in 
    leather dragged her sisters under the altar and she wants you to help 
    them. Yet another person who wants you to do their dirty work, but you 
    do have the guns, so off you go!
    Notice that you also have gained a level on your first Edge. Defenders 
    can now heal other Hunters when they stand close by, and other Hunter's 
    Edges will have increased in power as well. Your Hunter's attributes 
    should also be improving as you go along, and you might notice that it 
    takes less Conviction off your meter to activate your Edges than it did 
    Back to Table of Contents
    6. Catacombs
    Enemies Encountered: Rats, Zombies, Skeletons, Blue Specters, 
    Gargoyles, Vampires
    Weapons Possible: Machinegun, Shotgun, Chain Saw, Flamethrower
    **Strength Glyph on this level**
    "Search the Catacombs for the two sisters."
    This is the first level that you see any Rats. They kinda remind me of 
    the R.O.U.S.'s from Princess Bride, Rodents Of Unusual Size? Anyway, 
    these emit some sort of noxious gas cloud that causes you to cough and 
    cover your mouth, rendering your weapons useless for a few seconds. 
    They'll also bite, so it's best to shoot them from afar if you're able. 
    Zombies also abound, but you should be pretty used to handling them at 
    this point. Follow the tunnel as it makes a sort of S-curve around 
    until you see a tunnel leading off to the right. A few more Zombies 
    will spawn here, so kill them off and the Rats in the room, and then go 
    through the door into a circular room.
    This is where you will find two Machinegun-toting Vampires, so hurry up 
    and kill them, and free the two sisters. You may get Machineguns from 
    the Vampires, and there's a Health Glyph in the middle. Once you take 
    care of business, look for a panel in the wall with a hole near the top 
    of it. (It should be the second over from the door on the right) Attack 
    this wall with your melee weapon or shoot it several times and it 
    should open it up for you.
    Here you will find a passageway with a lot of goodie items. Right after 
    you go in the passageway, a Chain Saw should be on the left, and some 
    red and blue spheres will be there as well. A whole lotta Zombies and 
    Skeletons will spawn, and then a group of Rats will come afterwards, 
    but you should soon see your first Strength Glyph coming up. (It looks 
    like an arrow, sort of) Once you increase your Strength, continue down 
    to tunnel for a Shotgun and some more Skeletons, and then get ready to 
    fight some Gargoyles. Grab the Flamethrower (woohoo!) and take out the 
    two beasts in whatever manner you choose, you may want to try out your 
    new Strength attributes by attacking them melee style. Go further on to 
    fight some more baddies and pick up the Machinegun on the right. Fight 
    some more Rats and grab the other Machinegun on the right, and watch 
    out for a few Blue Specters coming out of the wall at you.
    A few shots at this wall should bring it crumbling down, and now you're 
    back on the original path, only a little further along. The camera 
    angle that it goes into when you step out of the wall can be annoying 
    because there's a lot of creatures nearby that you can't really see, 
    but if you want, you can always go back through the secret tunnel to 
    where it joins back up with the path so that you're always facing the 
    creatures head-on. Basically when you come out of this secret tunnel, 
    you only have that to back into if you start getting too many creatures 
    after you, and it makes it hard to see what you're shooting at. Once 
    you clear out this area you can go back a little if you want some more 
    kills, and then continue on into the room past the secret tunnel's exit 
    This room will turn to the right and you should see two Gargoyles 
    waiting for you. Kill them and the Blue Specters in the next room, and 
    make sure to get the Machinegun Vampire before she takes off too much 
    life. You can use the pillars at the entrance to this room for some 
    cover from the bullets and Blue Orbs. There is a Conviction Glyph in 
    here, as well as a Shotgun and Machinegun on the left. 
    There is a passageway leading off from the right side of the room that 
    curves around and takes you to the Green Exit Glyph. A few Skeletons 
    might pop up along the way, but otherwise you're heading to the Sewers.
    Back to Table of Contents
    7. Sewers 1
    Enemies Encountered: Rats, Zombies, Skeletons, Crocodiles
    Weapons Possible: Machinegun and Shotgun
    "Spirits often inhabit the bodies of animal corpses. And in the sewers 
    and tunnels, they are plentiful."
    The Bystander here will give you your Objective: Find 5 Skeletal 
    Remains and lay them to rest by using the Action button.
    If you activate the Blue Glyph on the wall, it will tell you to look 
    for a switch somewhere that will open the gate behind you, so there's 
    really only one way to go for now.
    Defeat the Zombies and head off down the sewer tunnel. Note that you 
    can kill these Gun-Toting Zombies by shooting over the gate or by 
    jumping and shooting, but they can't shoot you. Once you open the gate 
    it's like going into another room, and you can't just back up through 
    the gate so watch yourself. Once in the room, go up the stairs on the 
    left and rescue another innocent. Go up the stairs to the right to free 
    your first set of Skeletal Remains (#1). It should tell you that four 
    bodies remain, so walk around this platform that you're on around to 
    the other side where you should find the gate switch. Activate the 
    switch to raise the sewer grate, and go back towards the start point. 
    Now go through the grate that was raised and kill the Zombies and 
    Skeletons, and a little further up on the left is Skeletal Remains #2. 
    Put it to rest with the A Button, and move ahead to kill the Rats and 
    Zombies and Skeletons. Up ahead the room will widen and there will be a 
    barred grate at the end. This is where you will encounter your first 
    Crocodile, which really isn't all that scary. You can easily take it 
    out with a Machinegun, or several Shotgun volleys, but don't let it get 
    a taste of you because they prefer human meat to Zombie meat. Over in 
    the left corner is Skeletal Remains #3, and if you go down the 
    passageway on the right you will find Skeletal Remains #4 and a 
    Now you should have only one body left, and one way to go, so head 
    through the door on the left. You're in a long corridor with some 
    creatures, but nothing you can't handle, so go through the door at the 
    end of the hall. 
    Now you're in a big open room, and there will be Zombies, some with 
    guns, and a few Crocodiles down below in the water. There's an innocent 
    to the left of the door you just came through. Your last set of 
    Skeletal Remains is to the right of the door (as you're looking at it) 
    along the wall, so lay the last spirit to rest and continue along the 
    wall until you get to a staircase leading down into the water. There is 
    a Shotgun at the top of the stairs, and there will be several Zombies 
    with guns waiting for you, so take them out first. There is a walkway 
    above the water with a Conviction Glyph on it, which also provides a 
    nice way to shoot things in the water without actually being down 
    there, which you can also do from the staircase. (The Crocs can't climb 
    the stairs very far, only a few steps) As soon as you kill off what you 
    want to, you can use the Green Exit Glyph and go onto the next Sewer 
    Back to Table of Contents
    8. Sewers 2
    Enemies Encountered: Rats, Zombies, Skeletons, Crocodiles
    Weapons Possible: Machinegun, Shotgun, Chain Saw, Flamethrower
    "You're almost there. Search these tunnels for more Skeletal Remains 
    and press the Action button to bury them. It is the only way to appease 
    the renegade spirits and get into the prison."
    You start out standing on a platform over the sewer water, with two 
    upper pathways that run parallel along the tunnel. The pathways are 
    interconnected here and there, and you can also access the floor in a 
    few areas with the stairs and sloping platforms. Beneath you are some 
    Rats and Zombies, which you probably want to kill. Some more Zombies 
    are about halfway through this tunnel, and one will appear in the water 
    (in front of the platform on the right) one will be on the platform 
    along with a Shotgun, and two more are in the back near the door. Your 
    first set of Skeletal Remains (#1) is to the right of the door, only 
    ten more to go. 
    Go through this door to find yourself into a big open room with lots of 
    Rats and Zombies running around in the water. 
    Jump off the platform to your left to get the spot with the best cover 
    from the shooters. Skeletal Remains #2 is just to the right of the 
    platform and stairs.
    Go along the near wall (with the fence consisting of three ropes) to 
    find Skeletal Remains #3 near the huge pipes. You might be able to see 
    further down along the wall with the pipes to an innocent hiding in the 
    water in front of some steps. There is a Health Glyph at the top of 
    these steps if you need it. Go all the back down the length of this 
    platform to find a Machinegun, and go down the steps to kill off any 
    creatures in the middle of the room.
    Now leave this room through the doorway on the platform to the left of 
    the Health Glyph, and find yourself in close quarters with some Zombies 
    and Rats. Once you kill them, free Skeletal Remains #4 on the left, and 
    then go up the passageway to the right to save another innocent. You 
    should notice a shiny Machinegun on the other side of this barricade, 
    which you can get later on in the level. 
    Go back out to the tunnel, and when the room widens again, you should 
    find Skeletal Remains #5 on the left near the barred grate, leaving 6 
    bodies to go. Before you go into the passageway on the right, grab the 
    Shotgun in the corner. In the passageway, there are Zombies carrying 
    shotguns, so try to take them out first. Go all the way up the passage 
    to free Skeletal Remains #6 and to refill your Conviction, if need be. 
    Go back a little to the right where there is a door to go through.
    Now you're in another long tunnel, with all sorts of things coming 
    after you, but its not all that bad yet. Up ahead on the right is the 
    tunnel where you saw that Machinegun earlier, so go up there to get 
    that, and while you're there you might as well get Skeletal Remains #7, 
    leaving four to go.
    Further up you'll see another innocent, but be careful of the thugs 
    with the shotguns. The beams on the sides of the walls offer good 
    protection for ducking in and out to shoot. After you save the 
    innocent, a whole lotta Rats are coming at you, and when you kill them, 
    to your right is Skeletal Remains #8 and directly across from it on the 
    left is Skeletal Remains #9. 
    Don't go through that doorway on the left just yet, instead go up on 
    the right and kill off the creatures to get to the Health Glyph and 
    Skeletal Remains #10 on the top of the platform. 
    Go through the little door on the right to find yourself in one room 
    with some creatures, a Machinegun, a Shotgun, and an innocent. Do what 
    you need to do, and then go back to that other doorway that leads you 
    down the long tunnel.
    Nothing comes at you 'til you're at the very top, and then it's Rats 
    and shooting Zombies everywhere. Kill them and go up the stairs on the 
    left, and use the pipes as cover to shoot the Zombies before they shoot 
    you, and to kill the Blue Specters that come from down the hall.
    There's a Flamethrower guy on the left, and then another past him on 
    the right just as you're getting up to the Chain Saw, so watch out for 
    them, but at least you're picking up some good weapons along the way 
    right? Free Skeletal Remains #11 and you're ready to go!
    Back to Table of Contents
    9. Front Yard
    Enemies Encountered: Dogs, Zombies, Vampires
    Weapons Possible: Machinegun, Shotgun
    "If that flyer was correct, this Front Yard is where the Rave was 
    There should be a Shotgun right behind you on the left of the rubble 
    when you start out. This is basically a big area where you will find 
    Dogs coming at you from all directions, Zombies shooting at you, and 
    the occasional Flamethrower guy. You can blow up the propane tanks, oil 
    drums and the school bus to injure nearby enemies, and there is a 
    Machinegun in front of the school bus, which is about where the guy 
    appears that you need to get the key from. Use the Health Glyph and 
    then go through the door after blowing up the school bus. (The door 
    being behind the school bus, it's a necessary sort of thing) Duck in 
    and out of the doorway if you want, and get the Shotgun on the left 
    before proceeding to the right to get into the next room. You can also 
    use this doorway to lure the Zombies in one at a time; otherwise it can 
    get pretty heavy with the Health loss because they're so darn quick. 
    There's a lot of Raver Zombies in this room, and all the way at the end 
    you should be able to see the green-lit stage. (Don't go there quite 
    yet) After you kill everyone off in the open area, go get the 
    Machinegun in the left corner of the room. Watch out for the Shotgun 
    guy, but after you kill him you should get his weapon. 
    Now you're ready to go for the stage and rescue the three innocents up 
    there. Approach it slowly, and watch out for the Flamethrower guys. 
    There's also a ton of Zombies and Shotgun guys, and a Vampire that 
    drops the key that you need to progress. There's a Conviction Glyph on 
    the left side of the stage in front of the speakers, and a Health Glyph 
    on the right side.
    Once you're done killing everyone and rescuing the innocents, use the 
    Green Exit Glyph and get ready for the Meal Hall.
    Back to Table of Contents
    10. Meal Hall 1
    Enemies Encountered: Dogs, Zombies, Vampires, Hulks 
    Weapons Possible: Machinegun and Shotgun
    "This Meal Hall was left untouched after the incident last year. I can 
    only imagine the smell."
    As soon as you enter the level, a bunch of Zombies are going to spawn 
    and some of them are going to have guns. I would recommend shooting at 
    the guy with the gun while you're backing away from him, unless you 
    desperately need the Machinegun behind him, work your way back until 
    you're near the rubble in the south most part of the room. You'll have 
    a big crowd of Vampires to fend off, but if you stay on the left side 
    of the room, you should be able to keep most of it under control.
    If you need more ammo, there is another Machinegun and Shotgun in the 
    upper left part of the room. There is a little office with a computer 
    in the middle of the room that tells you about Vampires, and lets you 
    know that fire and wood hurt them more than bullets, and direct 
    sunlight is lethal.
    There is a staircase on the right side of the room with a Health Glyph 
    on one side and a Shotgun on the other. Once you're set, go into the 
    lower right part of this room
    You will see a gate, and if you have an Edge that works through gates 
    and fences (such as Word of Power or Burden) it wouldn't be a bad thing 
    to use. Once you go into this room, head towards the left to get a 
    Machinegun if you can, and then down towards the right to free an 
    innocent, and to defend yourself from the enemy. Feel free to jump on 
    things to shoot commando-style. (Up and down from the middle of the 
    room is my favorite way to go) There is a Health Glyph on the right, 
    and two doors you can go through in this room, so go all the way down 
    to the left side, and grab the Shotgun (hidden behind the tall table in 
    the middle) and go through the left door, only because you need a key 
    for the right door.
    As soon as you go in here, there will be Vampires and Dogs surrounding 
    you, so try to have an Edge ready, and then start blasting away. If it 
    gets bad, make sure you stay by the door so you can make a quick exit 
    to go heal yourself. In the lower part of the room you will probably 
    see a Hulk, the great big pink thing chasing after you, but it's 
    basically an overgrown dog so take it out with a few rounds or an Edge, 
    and get the innocent and Shotgun in the lowest corner of the room. 
    There should be a guy with a Shotgun that drops a key for you in the 
    upper left part. 
    When you go back into the other room, a few more creatures may have 
    respawned, but no biggie, just kill them and go through the door on the 
    This is the Meat room, where you find Zombies that can shoot some sort 
    of bone-arrow at you, and they also have chains that they can whip at 
    close-range for a big chunk of your Health meter, so be careful. You 
    may have to go in and out of this room a few times to heal, and if you 
    have spare Machinegun rounds, I'd use 'em. There's a Conviction Glyph 
    over in the upper left area of the room, and behind the hanging meat 
    you'll find a Shotgun in the right corner. One of these monsters will 
    drop a key, and through the door on the left you go.
    There is a Hulk right on the other side of this door along with some 
    Zombies, so if you want to trigger them and then go back into the other 
    room to use and Edge, go for it. You can even refill your lost 
    Conviction right there when you're done, so why not? Otherwise, just go 
    into the room and run down the stairs to take care of the shooters and 
    Dogs first, and then back up the stairs to take care of the Hulk and 
    the rest and grab the Machinegun and Shotgun. Once you finish with 
    these guys, go towards the Green Exit Glyph and make sure to get the 
    innocent on the right side of the hole.
    Back to Table of Contents
    11. Main Yard 1
    Enemies Encountered: Dogs, Zombies, Gargoyles, 
    Weapons Possible: Machinegun, Shotgun, Chain Saw, Flamethrower, Rocket 
    **Accuracy Glyph on this level**
    "The entrance to Degenhardt's living quarters is at the other end of 
    the Main Yard. Degenhardt was the Warden who oversaw Arkady's 
    You begin by facing a hole in a wall with a ramp to your left. You can 
    either go up this ramp to fight a Shotgun thug, or a bunch of Zombies 
    on the ground below. If I were you, I'd take out the Shotgun guy first 
    and then shoot everyone else from up there. You can also get a good 
    idea of your surroundings, and further up there you'll find some 
    Glyphs, so let's do that first.
    After killing that guy, go up the next set of stairs to find another 
    shooter at the top of the steps. Go left to find another guy, and a 
    walkway that goes either straight or to the right of the building. If 
    you go straight you can pick up a Chain Saw, shoot a guy and go all the 
    way to the end of the walkway for a nice view, then turn around and 
    come back to the building to see a Conviction Glyph. You might be 
    noticing things on the ground below to pick up later here on. Come 
    around to the other side where a Flamethrower guy is waiting, and it 
    opens up onto a little platform where you'll find your first Accuracy 
    Glyph and rocket launcher! (As far as I'm aware anyway) Go down the 
    little dead-end walkway on the side to get a Flamethrower (weapon, not 
    the monster)
    Watch out for another Shotgun guy to appear, but you should be able to 
    pick up his weapon, and go around the side of the building to go back 
    towards the ramps that lead down to the ground. Use the ramp as a means 
    of defense, and pick off the Dogs, Zombies, Shotgun thugs and anything 
    else, and pick up the Machinegun in the middle if you need it. You'll 
    notice some bleachers along a chain link fence, and you can shoot 
    monsters through this if you want. One of the Shotgun guys in the open 
    area should drop a key, and a little further in and you'll trigger a 
    Gargoyle. There's also a Health Glyph on the right, but watch out for 
    the Dogs that trigger over at the upper right part of the fence, two at 
    a time. If you have teams, you can help pick the dogs off of your 
    teammates and vice-versa, since it's oftentimes hard to get one off of 
    you if it's chewing on your pant leg.
    Go through the gate and kill the baddies, and don't forget to talk to 
    the Bystander, who asks you to help *yet another friend* who was 
    dragged away, this time to the basketball courts. There is a Machinegun 
    in the right corner, and when you turn to go left through the rest of 
    the room, you realize this is where all the weightlifters work out. So 
    work your way through gym equipment and smelly socks, and use the 
    Health Glyph in the upper left portion of the gym area if you need it.
    A guy near the Blue Glyph will drop a key, and going over there will 
    trigger two Gargoyles, so be prepared. The Blue Glyph reads, "This is 
    the Entrance to the Prison Infirmary, where Dr. Hadrian oversaw the 
    care of prisoners. He was Degenhardt's right hand." 
    Now go into the gate at the right, kill the Flamethrower guy to get 
    another key, go down towards the right to kill two Gargoyles and pick 
    up a Shotgun. The Blue Glyph here reads, "This is the Entrance to Death 
    Row, where Arkady was executed last year." Watch out for the other 
    Zombies along the way.
    Now go back out into the weight area and across to the left to go 
    through that gate. There are some Dogs and Flamethrower guys, so make 
    sure you have some distance before shooting in their direction. Up on 
    the steps to your left is a Machinegun, and over to the right you 
    should see a Health Glyph. One of the guys will drop another key, and 
    beware of the plentiful Dogs in this area. 
    The first Blue Glyph on the right reads, "This is the Entrance to the 
    Cellblock." As you go towards the next Blue Glyph, two red Gargoyles 
    will drop out of the sky, a little harder to beat than your average 
    blue Gargoyle, but still not that bad. The next Blue Glyph down at the 
    end reads, "This is the Entrance to Warden Degenhardt's living 
    quarters. He would administrate the prison from here. Degenhardt 
    disappeared after the execution last year."
    Now you're ready to go through the gate on the left. This is the 
    basketball court that you looked into from the other side at the 
    beginning of the level, and also where you should find the friend that 
    got dragged away. There is a Machinegun in the middle, and the innocent 
    is all the way towards the far right corner, and once you rescue her, 
    you're free to go. Go back out into the area you were just in, and the 
    Green Glyph should be glowing. Make sure you got everything, especially 
    the stuff on the upper level if you didn't already get it, and then 
    make sure your Health and Conviction are as full as possible, and then 
    move on to the Mansion grounds.
    Back to Table of Contents
    12. Mansion Exterior 1
    Enemies Encountered: Dogs, Tentacles, Zombies, Vampires
    Weapons Possible: Machinegun
    **Strength Glyph on this level**
    "Those aren't living quarters, Degenhardt lived in a damn mansion. He 
    was rumored to be a recluse, and spent most of his time here."
    This is the first time you see a Tentacle, the black thing on the side 
    of the path that's trying to whip you. The easiest way to take them out 
    is with your melee weapon, but you also open yourself up to damage, and 
    there are Dogs around too. Go to the left where you'll see two tall 
    trees and a break in the wall. Go through and fight the Dogs, and in 
    the back you'll find a Strength Glyph and a Machinegun. 
    Follow the wall along the left to the small graveyard near the mansion. 
    Watch out for another Tentacle, they have a long reach! The Blue Glyph 
    reads, "Helene, Celeste Marie, and Jeffrey Degenhardt III are all 
    buried here. The Warden's entire family was wiped out on the same day 
    in 1926. That would make the Warden over 100 years old." There is a 
    Vampire here who will drop a key for you, and a Health Glyph is nearby 
    on the path if you need it. 
    Now work your way back through to the beginning, there is a Machinegun 
    along the path in front of the fountain, and if you go all the way back 
    into the far right corner near the tree you'll find an innocent. (I 
    just have to comment here on how trippy the puddle here looks, because 
    you can see stars reflected in it) Now go back towards the Mansion 
    along the right side of the wall, and at the far back right corner you 
    should find another Machinegun and another innocent to rescue. Go up to 
    the Green Exit Glyph and kill the Vampire and other baddies, refill 
    your Health again if you need to, and move onto the Interior of the 
    Back to Table of Contents
    13. Mansion Interior 1
    Enemies Encountered: Zombies, Vampires, Tentacles, Boss (Warden)
    Weapons Possible: Machinegun, Shotgun
    "There may be information on what caused the disturbance in the town. 
    Search the mansion thoroughly."
    You start out in the foyer area of the Mansion with some steps leading 
    upstairs on the left. There's a bunch of creatures in this room, so I 
    would suggest going down into the lower right area where you'll find a 
    black Tentacle, which you should kill. Then work your way back up the 
    left side of the room, ending with the Vampire and the Gun-Toting 
    Zombies near the staircase. There is a Conviction Glyph behind that 
    sculpture on the left side of the room, a Shotgun in the lower left 
    area and an innocent as well. Once you clear out this area you should 
    go upstairs.
    Upstairs you should head south or down and kill the three guys to pick 
    up the Machinegun and Shotgun, then back up the hallway to the first 
    door that you come to on the right next to the stairs.
    This room contains Vampires and some Gun-Toting guys to kill. Then you 
    can access the computer by pressing A, and it will read, "There are 
    several different drafts of the rave flyer on this desktop. 'ARKADY 
    EXECUTION ANNIVERSARY RAVE'" Make sure you picked up the Machinegun and 
    the key, and leave the room and head down the hall past the double 
    doors in the middle to the next door on your right.
    This room also contains Vampires and some Gun-Toting guys to kill. Pick 
    up the Machinegun, rescue the innocent, and use the Health Glyph if you 
    need it, and make sure you have the key to the next room.
    Go back down the hall again past the double doors and the first door 
    all the way to the end of the hallway into the door on your left. You 
    probably have the hang of this by now, so go to it. Save the innocent, 
    get the key and move on to the last door all the way at the other end 
    of the hallway. 
    In here you can pick up a Machinegun and use another Health Glyph, and 
    make sure you get the last key. The Blue Glyph reads, "Degenhardt's 
    Journal 2/14/90: 'I have finally destroyed the other vampires who 
    embraced me, and avenged the murders of my family. Dr. Hadrian and I 
    will remain here and use the inmates for research and sustenance.'" 
    Oooh, creepy.
    Now you go to the double doors in the middle of the hallway to face 
    another Boss. Make sure you're as Healthy and Convicted as you can be 
    and fill up on ammo before you go inside.
    <Scene with the Warden>
    Check out the Boss Section for tips on beating this Boss.
    There should be an innocent to rescue over by the pillar next to the 
    Health Glyph on the right side of the room. Once you're done you can 
    leave the room, use any Health or Conviction Glyphs that you might 
    need, and head back downstairs to where you started the level to exit 
    at the Green Glyph.
    Back to Table of Contents
    14. Mansion Exterior 2
    Enemies Encountered: Vampires, Tentacles, Dogs
    Weapons Possible: Machinegun
    "Make your way to Death Row. Arkady's possession and execution freed 
    the spirits last year. Killing him may close the hole."
    You immediately have a Vampire kicking at your head, so get ready for 
    battle. The steps to the Mansion are on your right and a fountain is to 
    your left. You should recognize this level from before, and should know 
    the area fairly well. 
    If you go left around the fountain you will find a Machinegun in the 
    bushes before you get to the path, and if you go back all the way 
    around the fountain back towards the Mansion again, you'll notice a 
    Tentacle, and the Health Glyph is in nearly the same place it was 
    There are a couple of Vampires near the gravesites, and further back by 
    the wall is another Machinegun. Now go all the way down the path to the 
    puddle by the wall, and go all the way left to find yet another 
    Machinegun in the corner. 
    Kill the two Tentacles by the gate. Do what you need to do and activate 
    the Green Exit Glyph when you're ready to go back into the Main Yard.  
    Back to Table of Contents
    15. Main Yard 2
    Enemies Encountered: Dogs, Zombies
    Weapons Possible: Machinegun, Shotgun, Flamethrower
    "Find a way into the Main Cellblock. There should be a key to the gate 
    You start out in front of a door, with a few Zombies spawning nearby. 
    Use the doorway as a place to duck into and regroup, and work your way 
    through the creatures methodically. You should have noticed a Blue 
    Information Glyph that just tells you that Degenhardt disappeared after 
    the execution last year. 
    Watch out for the Zombie with the Flamethrower on the right, if you 
    shoot him he'll explode, so shoot from afar and watch the other Zombies 
    taking potshots, and some Dogs will probably appear sooner or later. 
    There is a fence to your left, and a little farther down on the right 
    are some more Flamethrower-Zombies. If you go a little further you'll 
    notice the steps to your left, and pretty soon a lot of Shooting 
    Zombies and Flamethrower guys are going to start spawning. You should 
    be able to pick up a Shotgun or two from the Zombies. 
    There is a Health Glyph in the lower right part of the area. One of the 
    creatures should drop a key, and once this happens, you can activate 
    the Green Exit Glyph.
    Back to Table of Contents
    16. Cell Block 1
    Enemies Encountered: Zombies, Blue Specters
    Weapons Possible: Machinegun and Shotgun
    "There are several innocents locked in the cells. Get them all out of 
    You start out in the visiting room of the prison, where the prisoners 
    go to talk to their visitors on the phones with the bulletproof glass 
    between them. You can actually jump and shoot through these cubicles 
    though, which helps keep the creatures from getting at you. Shoot all 
    the Zombies, and then go down to then end where there's some rubble, 
    and wait for a Blue Specter to show up and give you the key to get out 
    the door on the right. 
    Go up the stairs, and through the gate by pressing A. As soon as you 
    come into this room you should see a green switch to the left of the 
    doorway. Press this to deactivate the cell locks. You'll probably 
    trigger a few Shotgun Zombies, so if you want, you can go back through 
    the door you just came in to shoot them through the fence with a 
    shotgun. Or you can also jump into the middle part that's separated by 
    the railing, kill off the few Zombies that are in there and grab the 
    Shotgun, and then run up and down the length of it killing all the 
    Zombies over the fence, and they can't get to you at all. Minimal loss 
    of Health that way, or great bodily harm by hacking your way through, 
    I'll let you decide. Try to clear out this whole area before opening 
    any of the cell doors, because most of the cells contain multiple Blue 
    Specters, which aren't any fun if you have a bunch of Zombies munching 
    on your shoulders. 
    Anyway, after you clear the pathway, start opening the cell doors. 
    There should be a total of six innocents: I found them in cells #1, #4, 
    #6, #8, #13 and the cell at the very end on the right. (This is past 
    the row of cells, near the exit)
    I found Conviction Glyphs in cells #2 and #14.
    I found a Health Glyph in cell #11.
    There are Machineguns in cell #3 and #8, and a Shotgun in #9.
    In the cell at the end is the last innocent (if you got all the rest) 
    as well as a Machinegun, another Health Glyph, and some Blue Specters 
    and Zombies. 
    Once you get all the innocents you may move on from this level, and 
    make sure you fill up your Health and Conviction! The Green Exit Glyph 
    is near the last cell.
    Back to Table of Contents
    17. Cell Block 2
    Enemies Encountered: Zombies, Blue Specters, Playground Boss and 
    Weapons Possible: Machinegun, Shotgun, Rocket Launcher
    "This makeshift tunnel is the only way through the cell block. Make a 
    clear path for innocents by killing all the monsters."
    Right away there's going to be two Flamethrower guys and some Zombies, 
    so use a special weapon to take these guys out quick. Run along the 
    fence for a second or two and get some Zombies to spawn on the other 
    side, and then use an Edge to kill off a few groups if possible before 
    going in. You can even shoot them through the bars with a Shotgun, but 
    for goodness sakes, don't just go in there! Clear out a few rounds of 
    Zombies first. Go through the left door when you're ready.
    You're in a hallway with some Zombies and Blue Specters, as well as a 
    Machinegun, a Conviction Glyph and a Rocket Launcher. When you get down 
    by the Rockets, two Flamethrower guys will appear, one of which has a 
    key for you.
    Go through the last door on the right to find another Playground Boss 
    waiting for you and some Zombies too. If I were you, I'd trigger them 
    and then go back through the door to shoot at them from a safe distance 
    since he's letting off Skitters as well. An Edge would work well here 
    since there's a Conviction Glyph back down the hall to refill. This 
    Boss isn't as hard as he was in the Playground, so he should be dead 
    pretty quickly and you can move on. 
    Once you go inside there is a Machinegun and a Health Glyph along with 
    some Zombies. After you defeat them, you've cleared the path and your 
    Objective is complete. The Green Glyph should be glowing now, so you 
    can use the Health Glyph if necessary and exit this level. 
    Back to Table of Contents
    18. Hospital Roof
    Enemies Encountered: Gargoyles, Zombies, Vampires, Blue Specters
    Weapons Possible: Machinegun, Shotgun, Flamethrower, Rocket Launcher
    "This catwalk will take you to the Prison Infirmary building. Enter 
    through the roof and find a way to Death Row."
    **Quick walkthrough strategy for this level**
    **It is possible to run through this level quickly, but I wouldn't 
    recommend it. Patience and strategy are key elements in making it 
    through these next few levels without losing all your life and ammo. 
    However, if you just want to get this done and over with, clear out the 
    area that you start out in so that you have access to a Health Glyph. 
    Go over the bridge, don't bother talking to the bystander because you 
    don't really need to and it just takes time and effort. Continue 
    running across the bridge, take a right at the end, and then take the 
    first left you come to, where you should find two Gargoyles and a 
    Flamethrower that will respawn twice more in front of a gate. After you 
    kill the third Flamethrower guy, go through the gate and hug the left 
    wall. Run past the first little building and start looking for a 
    Flamethrower guy who should appear a little further ahead and to your 
    right. He has your key. Kill him and grab the Rocket Launcher (more 
    towards the right, next to one of the other small buildings) if you 
    want on the way out. Go directly across to find the Hostage area, and 
    after you clear out this part, you are ready to leave the level.**
    For an extra challenge, try saving all the hostages without any loss of 
    life. (on their part -- and yours)
    **Complete Walkthrough for this level**
    Immediately you should see a Red Gargoyle drop out of the sky in front 
    of you and another drop in behind you. Quickly run to the left and go 
    atop a ramp from which you can shoot fairly safely. There are some 
    Zombies with guns, so you'll have to dance around a little, but this is 
    probably the safest place simply because they don't know how to climb 
    very well. You'll probably get four more Gargoyles, but if you need a 
    Health Glyph there's one in the upper-middle section of this rooftop. 
    (In other words, it's a pretty straight shot up from your start point; 
    you should see it from the ramp) 
    You should trigger some Vampires from which you can pick up a 
    Machinegun near the Health Glyph. Go over towards the right to kill 
    more Zombies and pick up some Shotguns from there, and then head over 
    to the walkway on the far right. 
    There is an innocent to save on the walkway, and you can pick up some 
    Shotguns from the Zombies. Talk to the Bystander who says, "I saw some 
    women with guns herd a bunch of people over that bridge and onto the 
    infirmary roof. Rescue them before entering the Infirmary." 
    Right after reading this three Vampires will appear, and if you don't 
    shoot them almost immediately, you will lose this Bystander. (Not that 
    it's crucial to the game, but that's no reason to let the poor thing 
    suffer) Something quick like a Machinegun is good to keep them off 
    balance enough so that they can't attack back.
    Follow the path all the way down, and kill four Gargoyles and some 
    Zombies when it connects onto the other rooftop. Here you can either go 
    left or right, so I'm going to start with left.
    A bunch of Zombies and some Vampires are going to spawn here, so use 
    the small buildings as cover, and you should be able to pick up several 
    Machineguns from the Vampires. Go along the left side to rescue an 
    innocent, and then towards the back to find a Health Glyph and another 
    innocent towards the right. You should also be able to pick up some 
    Shotguns from enemies over here. Come back around the right for more 
    Exp, or if you prefer you can go over the skylight windows to avoid 
    Now go back to the walkway to go the other direction. You may encounter 
    four more red Gargoyles if you haven't already triggered them. There 
    are actually several groups of four Gargoyles on the rooftop in total, 
    so don't be surprised to see them coming one right after the other. 
    If you follow along the right wall you will come to a locked gate with 
    a building in front of it, which is where the level exit Glyph is. Go 
    left to pick up a Machinegun, but don't go into that gate yet. If you 
    go close to the gate you will trigger some Gargoyles and Flamethrowers 
    guys, so be aware of that. 
    For now, go straight past the gates on down the roof to where an 
    another innocent is cowering, fighting the Gargoyles and Zombies along 
    the way. Once you get to the end where it splits to the right and to 
    the left, you'll get about a bazillion Gargoyles, but there's a 
    Conviction Glyph on the left side, so use you melee weapons or Edges, 
    and you should be fine. 
    There is a Machinegun to the right side, and once you're all set you 
    can go back to the gate that is located to the left of the Exit area. 
    (In other words, the area that is to the right after you cross the 
    bridge and then the first left that you can make)
    You may be able to pick up a Flamethrower from one of the guys outside 
    this gate. Two Gargoyles and Three Flamethrowers should appear, and 
    kill them all before you go through the gate, because once you kill the 
    *third* Flamethrower guy outside this gate it will trigger the 
    Flamethrower guy with the key *inside* the gate that you need to get to 
    reach the hostages. 
    Once you go in, you'll have four Vampires show up, so kill them quickly 
    before they take too much life off your meter. Further ahead on the 
    right is a Rocket Launcher, and on up ahead are two more innocents and 
    a Shotgun to their left. 
    There is a Flamethrower Zombie in this area with your key if you killed 
    all the Flamethrowers outside, so carefully take out all the creatures 
    in this area. (They will probably drop several more Shotguns too) Go 
    back out the gate and to the right of the Exit Glyph to use the key on 
    the locked gate.
    The hostages that you have to save are just ahead. When you go through 
    the gate, you'll trigger some Gargoyles, but don't go too far ahead 
    just yet; try to stay back and kill the Gargoyles first. 
    After that, move forward and you will hear a hostage scream that 
    they're going to kill her. If you're still fighting the Gargoyles, it's 
    probably OK, but you want to make saving the hostages your priority. 
    When you see the Vampires materialize and start to shoot at the 
    hostages, that's when you need to get over there and start saving them 
    It is pretty likely that one hostage will die, and as far as I can tell 
    this is *almost* unavoidable. You can use Martyr and activate her speed 
    Edge (right after killing the Gargoyles) to run over there quickly and 
    save the hostages before the Vampires start shooting them. Try to run 
    quickly through the group to free them, starting with the one at the 
    right, and working your way around clockwise.
    I also used Martyr and had a friend use Judge, and after a bazillion 
    tries, we saved *all* the hostages by letting Judge lead ('cause he's 
    so darn slow) and then using Martyr to run up to save the innocents 
    while Judge took out the Vamps with the awesome crossbow. The vampires 
    trigger right after the spot where the Gargoyles appear, so be ready to 
    run when you hear them scream.
    If a hostage dies, that hostage will turn into one of those Blue 
    Specters and start attacking you. (It's really no big deal if you lose 
    one or two hostages, but be careful not to lose any more than two 
    otherwise you have to start the level all over again) Machinegun (Or 
    Judge's Crossbow) is best for this part because it kills quickly and 
    you get a lot of replacements from the Vampires when they die. 
    Once you rescue the hostages, you are free to leave the level, and if 
    you need more ammo, you can go further back in the hostage area to 
    trigger some more Vampires. You do trigger quite a few though, so take 
    this back area carefully.
    Try to make sure all the Hunters have maximum ammo for as many weapons 
    as possible, and refill your meters, because next you go inside... the 
    Back to Table of Contents
    19. Hospital Interior 1
    Enemies Encountered: Zombies, Flesh-Crafted Raver, Skitters, Hulks, 
    Playground Boss
    Weapons Possible: Machinegun and Shotgun
    "The stairway entrance to the lower levels of the Infirmary is locked. 
    Degenhardt's cohort, Dr. Hadrian, may be lurking below."
    This is a big open room with several doors leading off of it. You can 
    either clear this room right now, or go around to the different doors 
    and clear it in parts as you go along. I prefer to clear it out ahead 
    of time, because sometimes it's nice to be able to duck into that room 
    out of the corridors because it gets a little heavy in there, so I 
    usually work myself around the room clockwise. The Shotgun (or 
    crossbow) works best here, usually kills the spewing white Zombies in 
    one shot. 
    In the center of the room there is a little office with a Health Glyph 
    inside it, as well as a Shotgun and a computer that reads, "From the 
    journal of Fr. Cortez: The Death Row inmates are constantly in and out 
    of the infirmary. I would speak to the Warden about it, but he is 
    difficult to find during the day." Do you think it's because he's... 
    SATAN! Hehehe...
    Anyway, so whether or not you already cleared the room, you've got to 
    pick a door to go through. There are four doors, at "North-East-South-
    and-West" of the center office, plus the door between the "East" and 
    the "South" door, which will be where the Green Exit Glyph will be 
    glowing when we complete the level. So I hope this makes sense to you 
    when I say go through the East door, etc. East is directly across from 
    the opening to the office, and North is close to where you started the 
    You're looking for a key, which will be dropped by one of the 
    Playground Bosses in one of the wings, and it can be random I think.... 
    (although I do often find it in the East Wing)
    **Strategies for this will vary widely depending on the number of 
    Hunters playing, and how quickly you want to get through the level. If 
    you want a lot of Exp points, you may want to fight every monster, 
    however, in doing that you might as well settle in for a couple hours 
    playing time to do every single level perfectly. 
    You may just want to run through some of these monsters, kill some on 
    the way up, kill more on the way back, so it's up to you. Personally I 
    think it's worth the exp you get, but there's tons of places along here 
    to trigger fights. Running along the sides of the walls over the beds 
    will trigger more Zombies with guns, and running down the middle causes 
    Zombies to materialize out of this air and swipe at you. 
    In some places you can run in and save an innocent, and run back out 
    avoiding larger monsters that might only appear further back in the 
    room. Sometimes you just get sick and tired of having one Zombie spawn 
    at a time a dozen times over, and you leave to go somewhere with more 
    Tip for Multiplayers working your way through these wings: This is one 
    of the few areas in the game where you can have Hunters hugging both 
    sides of the walls and the camera angle will show you the whole room. 
    This might be the best way to work through the hallways, because going 
    straight down the middle can lead to Zombies popping out of nowhere and 
    taking a chunk off your Health meter before you can get out of the way. 
    If you have two or more players, you can position one on each sided, 
    and this way you can effectively cover each others' behinds when these 
    nasty Zombies rise out of thin air. Of course, if your game settings 
    are such that you can kill your partner(s), this may not be such a good 
    idea, unless you're an *extremely* good shot.
    OK, back to the Walkthrough.**
    North Wing: 
    OK, so I'll assume you ran for the nearest door to get out of that 
    room, and this was it. You're going to see a long hallway with beds 
    lining either side. 
    Work your way down the hallway (or you can run and jump to skip over 
    them) and go to the left for a Health Glyph if you need it, and to 
    rescue an innocent, being mindful of the Flesh-Crafted Ravers. In the 
    lower left part you'll find a Shotgun. 
    There is another innocent if you head to the right, and if you go into 
    the back part of the room you'll trigger the Playground Boss again, 
    complete with Skitters. Be careful of the Hulks in the lower part of 
    this side of the room, if you haven't killed them off already, they can 
    make it difficult to run freely. Now that you've leveled up some, it 
    shouldn't be too difficult too kill these creatures, especially with a 
    Health in the room nearby.
    Now let's head over to...
    East Wing:
    Very similar room to North, but as you start running through, you might 
    notice some Skitters dropping near the beds, so watch out that you 
    don't have to Stop, Drop and Roll, 'cause it'll cost you some Health 
    points. No worries, there's a Health Glyph outside in the other room if 
    you do get surprised. 
    A Shotgun is up a little ways up on the right (on a bed) and by the 
    way, you probably noticed that you can shoot other things in here, like 
    those divider things. It may help to get those out of the way so you 
    can see clearer (since your weapon will be aiming at it anyway) but I 
    wouldn't waste good ammo on it. 
    The second half of this hallway is Zombies, and when you get to the end 
    you should be prepared for Playground Boss and some more Skitters. 
    There is a Conviction Glyph over to the lower left of this area, and to 
    the right is an opening into a larger, open room with a lot of 
    creatures in it. You will probably find an innocent at the right corner 
    when you go in, and as you free her you'll be triggering the white 
    Flesh-Crafted Raver Zombies to your right along with Zombies and 
    Skitters, although you can't really see them unless you run over there. 
    There is a Shotgun in the upper left part of the room, and when you're 
    all set just go back out into the main room to...
    South Wing:
    If you've already got the key, the Green Glyph will be glowing and you 
    can go on to the next level. Although there are more innocents to save 
    and ammo as well, so why not kill some time while killing Zombies? This 
    time as soon as you go through the door there's a couple of Hulks to 
    your left, and again on your right, and suddenly they're all over the 
    place. Don't panic, they're quick on their feet so stay near the door 
    in case you need to beat a quick exit to a Health Glyph. (If you use 
    all the ones in the center, you can always go back to the North Wing)
    Once you get to the end, you can left or right, but it goes all the way 
    around anyway. Left is closer to the next Conviction Glyph, and towards 
    the upper right you will get a Machinegun, but on the way you'll 
    encounter shooting Zombies, the White Flesh-Crafted Raver Zombies, and 
    some more Hulks. There is an innocent to save further down on the 
    right, or you might have seen her right away when you came in and 
    already rescued her, so either way, leave the room and head on over to 
    West Wing:
    (Never watch the show myself... Sorry, couldn't resist!)
    Starts out like all the others, although by the time you get to the 
    middle of the hallway the Playground Boss has already come out to play. 
    Some White Flesh-Crafted Raver Zombies appear when you first go inside, 
    so make sure you get rid of those before continuing and triggering the 
    Playground Boss. 
    You can always trigger and then leave the room to use an Edge through 
    the door. Get past this area and the room opens up with an innocent and 
    a Machinegun up on the left. Lots of stuff to kill in this room, same 
    as the others, so once you satisfy your blood lust, go back into the 
    center room.
    Try to fully Heal and Convict yourself (hehe) and go activate the Green 
    Exit Glyph.
    Back to Table of Contents
    20. Hospital Interior 2
    Enemies Encountered: Doesn't matter, you don't have the time
    Weapons Possible: See Above
    "The fires have weakened the building structure. You have about 6 
    minutes to find the five people in here before the whole place 
    collapses. You'll have to use the freight elevator to get to the lower 
    OK, no time to dilly-dally, you gotta get out of here and find five 
    people before you do, so get a move on! You're totally familiar with 
    this place by now, and it stands to reason that four of the five 
    innocents are in each of the Wings, with the last one being in the 
    center office. As tempting as it might be, you should not stop to kill 
    anything. Except maybe any Skitters or anything that's *really* getting 
    in your way. If they do gang up on you, try jumping out before they 
    sink their claws into you.
    Best strategy is to run through, find the innocents as quick as 
    possible, starting with North, then East, then center office, then 
    South, and ending with West, because that's where the freight elevator 
    is located. (It's to the left when you first go inside) 
    Things are going to be shaking the whole time and throwing you off 
    balance, and if you get caught up in some Zombies, remember to try and 
    jump your way out of it. It gets trickier with more Hunters, but even 
    with only one you still don't have too much time. Get in, and get out. 
    *Cannot stress that enough* 
    North: There's a Health Glyph right next to the innocent. Go back until 
    the path splits, you want the left side and you'll probably see the 
    Orange glow of the Glyph behind a divider on the right wall (of the 
    left side) which you can shoot out for easy access, run over and save 
    her, Heal yourself and leave. Shotgun in the lower left area nearby, 
    just in case. You should have about five minutes left.
    When the hallway turns to the left a little, there is a Flamethrower 
    guy next to a divider that is hiding a Conviction Glyph. Go into the 
    room ahead and the innocent is in the lower right part of the room. 
    Hopefully you're not so stranded for ammo that you need the Shotgun in 
    the upper left corner. Turn around and run...
    You might need the Health by now, so rescue the innocent and Heal, grab 
    the Shotgun and go to the South Wing, making sure not to mistake the 
    door in between as a viable exit.
    Watch out for Skitters! By this time you may have about three minutes 
    left if you're running fast, so you can afford to head around to the 
    right and get the Machinegun if you like, and then over to the upper 
    left where the innocent is, as well as another Conviction Glyph. 
    Continue running around back out to...
    Freight elevator to your left as you go in, but for now head all the 
    way back towards the burning mess in the back. The innocent should be 
    on the left of the fire towards the wall. You have between one and two 
    minutes at this point, so if you want you can head back around down the 
    left wall, grab the Shotgun on the way, shoot out any barricades that 
    block you, and then it's just a hop, skip and a jump to the freight 
    elevator, which you should've seen on your way in hopefully.
    Freight Elevator: Grab the Machinegun and the activate the Green Glyph!
    Back to Table of Contents
    21. Morgue
    Enemies Encountered: Zombies, Hulks, Boss Dr. Hadrian
    Weapons Possible: Machinegun, Shotgun, Flamethrower, Chain Saw
    "Ashcroft Penitentiary had more 'accidental' deaths than all the 
    prisons in the entire state combined. Looks like more of Dr. Hadrian's 
    You're in a big rectangular room with those white Flesh-Crafted Ravers. 
    After you kill them go into the door on your left to kill some Hulks 
    and more white things. On the left side, second passage up, there is a 
    Shotgun. A Health Glyph is in the middle of the room, and next to it on 
    the right is an innocent hiding, and above that, a Machinegun. Hulk has 
    the key, so once you get that, go through the door at the end into a 
    circular room.
    There is a Health and Conviction Glyph in here, on opposite sides of 
    each other. Near the Health side on the upper level is a Machinegun. 
    Get the key to go through the next door.
    You'll immediately notice a Shotgun to the left in an alcove. Down the 
    hall a Machinegun is right behind the column in the center. A Health 
    Glyph is ahead on the right, and all the way at the end is a 
    Flamethrower. Turn back towards the left a little, and you'll see an 
    innocent by a wall, with a Shotgun a little further on near the fence. 
    Go right, down the stairs and grab the Chain Saw on the left. Refill 
    your Conviction at the Glyph on the right, then down the hall to get a 
    Machinegun and a Health Glyph if you need it.
    <Scene with Dr. Hadrian and his very strange left arm>
    Check out the Boss Section for tips on beating this Boss.
    After you kill him you'll watch him burn, and then you go to the next 
    level automatically.
    Back to Table of Contents
    22. Sewers 3
    Enemies Encountered: Skitters, Zombies
    Weapons Possible: Machinegun, Shotgun
    **Accuracy Glyph on this level**
    "What was Hadrian doing with those corpses he pushed aside? His 
    servants have taken them into these tunnels. But why protect corpses?"
    There's only one way to go, so start fighting off the Zombies and White 
    Flesh-Crafted Ravers, and go into the circular room. Health Glyph 
    across the way, and a Bystander and Shotgun to the right. The Bystander 
    says, "Those creatures locked the corpse gurneys behind these gates. 
    You'll have to find the switch to open the gates and then burn the 
    Turn around to the gates on the left, and to the right of that gate is 
    a red switch that you can activate to raise the grate. Go through to 
    the end, where there is a Machinegun and an innocent to rescue. Now go 
    into the door on the right, and up ahead it will split to the right and 
    to the left. Go to the right to grab a Machinegun, and then back to the 
    left past where the Flamethrowers are to where it starts to curve 
    There is a Shotgun on the left side as it starts to curve, and just to 
    the right of that is a door you can enter. Here you'll find a 
    Conviction Glyph, a Flamethrower, and the other switch to the grate 
    that you need to activate. Go out the door, and back the way you came 
    from in order to get to the other grate.
    Go through the now-open grate on the opposite side of the room, towards 
    the corpses you see down the tunnel. When you activate them, an 
    explosion will occur to burn the bodies, and there should be a Health 
    Glyph behind the fire if you need it. 
    Turn around and go back now to the other side again, all the way until 
    you see the door where the switch was, and over around on the right 
    should be a gate to go through.
    Once in here, run straight across to get a Shotgun, and then go through 
    the door. In here you'll find two innocents and an Accuracy Glyph. 
    Go back out and right and across to find an innocent and another 
    Shotgun in a pipe. Now go left and grab the Machinegun before turning 
    right to see the Green Exit Glyph.
    Back to Table of Contents
    23. Machine Shop
    Enemies Encountered: Skitters, Zombies, Machine Shop Robots
    Weapons Possible: Machinegun, Shotgun, Flamethrower, Rocket Launcher
    "You're in the Machine Shop. Death Row is attached to this building. 
    You'll have to fight through here to get to Arkady."
    You're in a small room with some Skitters, Zombies, Flamethrower guys 
    and some White Flesh-Crafted Ravers, with nothing but a Conviction 
    Glyph to help you. Rescue the innocent in the back of the room, and one 
    of the monsters will have a key for you, so start shooting. 
    Get the key to go through the door, and on the other side is a whole 
    lotta Zombies and Flamethrower guys, etc. In the middle of the room you 
    should be able to pick up a Flamethrower and a Shotgun is on the right. 
    All the way at the end is a Health Glyph, which is in front of the cage 
    with a Rocket Launcher inside it. 
    Now step back out of the cage and aim for those barrels over by the 
    door on the right. They will explode allowing you to go through a hole 
    in the wall. There's some Machine Shop Robots guarding the entrance in 
    here that I wouldn't recommend getting too close to, so I'd shoot 
    through the door or use an Edge if I could. 
    Once inside, there's a Machinegun right across from you, and there's a 
    passage that goes off to the right and at the end is the Green Exit 
    Back to Table of Contents
    24. Death Row
    Enemies Encountered: Zombies, Blue Specters, Vampires, Boss           
    Carpenter/Arkady, Boss Werewolf/Arkady
    Weapons Possible: Machinegun, Shotgun, Flamethrower, Rocket Launcher
    "This is Death Row, where Arkady was executed. There may be more wrong 
    with him than a spiritual possession. His victims were described as 
    looking like they were mauled by animals."
    You begin the level in a small room, with a door leading to a longer 
    corridor. You need a key to get into the door at the other end, but 
    there's a lot of stuff between you and the key, so start killing things 
    and when it gets too heavy, duck back into the cell at the beginning. 
    Once you get the key, go into the next room, and in the middle there's 
    a Conviction Glyph with a Machinegun behind the desk. 
    Access the computer to read the following: "Powerful ghosts are kept 
    here by an anchor. Destroying their anchor will make them vulnerable. 
    An anchor will always have great personal significance to the ghost, 
    having caused them great pleasure...or pain." Hmm...whatever could that 
    Go through the door on the right to enter a room with some Vampires and 
    more Blue Specters. There is a Flamethrower on the right side of the 
    room, and once you clean up, check out the Blue Glyph, which reads, 
    "The Vampires renovated large portions of the Prison. Check the 
    It's referring to the second bookshelf you see when you come in the 
    room, with no books on it. Press the A Button, and it will swing open 
    into a room. The Vampire has the key, so take her out and grab the 
    Rocket Launcher. Once you kill everything in this room, get ready for a 
    Boss fight.
    Open the door in this room to take you to the next Boss. 
    Carpenter/Arkady is the guy you're fighting, and only because you 
    killed Hadrian before he could, or so it seems. There is a Health Glyph 
    on the middle left side of the room. 
    Check out the Boss Section for tips on beating this Boss.
    When you finally beat him, go out the door at the upper right in the 
    room. When you first get in here, go around the cage to get a 
    Machinegun, and then go through the gate. You'll find more Zombies and 
    Blue Specters in here, and you have to get the key to proceed, so start 
    hacking away. Go through the gate to encounter two Vampires who will 
    leave you their Machineguns when you kill them, which makes a nice 
    addition to the Health Glyph in the room. 
    Go in the door to the left side first. Rescue two innocents and pick up 
    a Rocket Launcher, and use the Conviction Glyph if you need it, and 
    then back out you go.
    Go in the other door, but don't go into the first door you see right 
    away because that takes you to another Boss. Grab the Flamethrower and 
    Rocket Launcher #2 and rescue another innocent, and *then* go through 
    the door and watch the Scene with Arkady in disbelief.
    Check out the Boss Section for tips on beating Arkady the second time.
    There is a Health Glyph on the right side of the room and a Conviction 
    Glyph on the left, and once you beat him, the level is automatically 
    over. Watch the scene where you almost feel sorry for Arkady (well, I 
    did) and realize that Degenhardt is the one you're ultimately after. 
    Now you gotta start running again, this time in the...
    Back to Table of Contents
    25. Main Yard 3
    Enemies Encountered: Blue Wolves, Vampires, Werewolf/Arkady
    Weapons Possible:
    "Arkady's lost control of the spirits that have possessed him. You'll 
    have to drive him off to get past him."
    There should be little red and blue spheres scattered throughout his 
    level as a nice bonus. You're in an earlier level, but it probably 
    looks a little different now. Go down along the fence all the way to 
    the right to get a Shotgun. 
    You'll have noticed the Blue Wolves on the other side of the fence. 
    These can pounce on you, and they breathe this ice-cloud that you makes 
    you cough like the Rats in the Sewers did, so watch out for those. 
    (Standing on a picnic table isn't a bad idea) 
    Go through the hole in the fence, and in the lower left corner you'll 
    find a Machinegun, by the door that won't open. Shoot out all the 
    weight equipment if you want, and pick up the Flamethrower in the 
    middle, and suddenly your old friend Arkady is back. 
    The Exit Glyph is right in front of you, but you can't leave without 
    getting rid of Arkady, so you know what to do. (Two Word of Powers and 
    he was gone, he's not quite as hard as before thank goodness!)
    A couple of Vampires will come at you from the direction of the Green 
    Exit Glyph, but you're just warming up! So now go ahead back to the...
    Back to Table of Contents
    26. Meal Hall 2
    Enemies Encountered: Blue Wolves, Zombies, Werewolf/Arkady
    Weapons Possible: Machinegun, Shotgun, Chain Saw, Flamethrower
    "Arkady's lost control of the spirits that have possessed him. The 
    spirits and his Werewolf form make him virtually unstoppable. Try and 
    drive him off and get away."
    The little office will be right ahead of you when you start out, which 
    isn't a bad place to hole up in to fight off the Blue Wolves. "Hunter-
    Net Tip of the Day...RUN DUMMY!" 
    There is a Chain Saw to the left of the office. When you get that, go 
    towards the lower right side of the room and grab the Shotgun, and then 
    kill a few more Blue Wolves. 
    Go through the door, grab the Flamethrower in the middle, kill the Blue 
    Wolves that appear in here, and then go into the left-most door for a 
    Now go into the door on the right to enter the Meat room from earlier 
    and you'll get some more Blue Wolves and some of those Bone-Arrow 
    Zombies. In the left part of the room is a Shotgun, and then when 
    you're ready go through the door ahead of you to face Arkady again. 
    Once you kill him, it's nothing but you and the Green Exit Glyph.
    Back to Table of Contents
    27. Main Yard 4
    Enemies Encountered: Blue Wolves, Werewolf/Arkady
    Weapons Possible: Machinegun, Shotgun
    "Return to the mansion and prevent the Warden from binding his family's 
    spirits into innocent victims. Arkady is still after you...hurry!"
    There's a Shotgun in the middle of the yard you start out in, and Blue 
    Wolves are all over the place. Go into the Basketball court on the left 
    to kill more Blue Wolves (or use an Edge through the fence) and pick up 
    the Shotgun and Machinegun, and then go through the door at the other 
    There's another Shotgun right after you go inside, and some more Blue 
    The door ahead to the left is where you fight Arkady. If you go back 
    right away towards the steps on the left, you can pick up another 
    Shotgun at the top. (The preferred way to kill Blue Wolves, in my 
    Now go back and trigger the Werewolf to kill him off, and then to the 
    Green Exit Glyph you go!
    Back to Table of Contents
    28. Mansion Exterior 3
    Enemies Encountered: Blue Wolves, Werewolf/Arkady
    Weapons Possible: Machinegun, Shotgun, Chain Saw, Rocket Launcher
    "The portal to the spirit world must be in here. Stop Degenhardt before 
    he brings his family back through with enough spirits to kill everyone 
    in the city."
    Blue Wolves are everywhere, so get moving! A Chain Saw and Rocket 
    Launcher are on the path ahead of you. Arkady triggers right in front 
    of the door by the Fountain, so if you want you can grab a Machinegun 
    in the little graveyard first. 
    There is also a Shotgun on the right side of the fountain, which is a 
    pretty good place to hop up on the avoid the Blue Wolves. 
    Fight Arkady at the top part of the fountain, and then activate the 
    Green Exit Glyph to go inside to...
    Back to Table of Contents
    29. Mansion Interior 2
    Enemies Encountered: Blue Wolves, Vampires, Werewolf/Arkady
    Weapons Possible: Machinegun, Shotgun
    "Find the Warden and stop him from binding his family's souls to new 
    Almost done! You begin with an overhead view of the familiar foyer 
    area. There is a Machinegun and Conviction Glyph, and some Blue Wolves 
    to fight, which you can easily do from the staircase to keep them from 
    ganging up on you. Fill up on red and blue spheres and go upstairs.
    At the top you'll find a Shotgun, and there's really only one door you 
    can go through, so head to the middle doors and enter. (There are Blue 
    Wolves at either end of this hallway)
    You go into the familiar room, and who should appear but the Werewolf 
    again. There is a Health Glyph in the middle of the room. 
    Once you defeat him, four Vampires will appear, so kill them and 
    activate the Green Exit Glyph. (You cannot exit this room to get more 
    Conviction) Now you're ready to face Degenhardt.
    Back to Table of Contents
    30. Attic
    Enemies Encountered: Warden Degenhardt
    Weapons Possible: Machinegun
    You watch a scene where Degenhardt kills Arkady, changing him back into 
    his human form. You also notice three people in cages behind him; the 
    innocents who are about to house his family's spirits. You need to kill 
    Degenhardt to prevent this from happening.
    There's a Machinegun by the left window if you need some ammo. You'll 
    see a Conviction Glyph in the middle of the room, and there's also a 
    Health Glyph by the right window (which is on the left side of the 
    room, opposite the red vortex) which is all boarded up that they show 
    right before the scene ends and you're thrown into battle.
    To save the innocents, go over to there and attack the cages, which 
    will break open, allowing them to go free. 
    **Once you free all the innocents he can triplicate himself, so stay 
    out of his way when he does this. (You can free two, but the third is 
    what triggers the Triplication)
    Check out the Boss Section for tips on beating this Boss.  
    Once you've beaten him, watch the last Scene where the Warden gets 
    sucked into his own red vortex of eternal suffering, and if you saved 
    enough innocents, then you also see them escaping on the subway train. 
    If you watch all the way through the credits, you'll see a funny scene 
    with Werewolf/Arkady at the very end.
    Congratulations! You've beaten Hunter: The Reckoning!
    Back to Table of Contents
    XI. Bosses
    (Any useful hints or tips? Send them to me and I'll credit you in the 
    Playground Boss
    Found in Level 3: Playground
    OK, this boss has three ways of attacking. 
    First, he can pound the ground, and create a 360-degree earthquake that 
    can shake you off your feet. If you're not a fast character (like the 
    Judge) the best way to avoid this is jumping when the quake ripples out 
    to you, which takes some timing. Faster characters such as the Defender 
    can usually run out of its way with little effort. 
    His second attack is swiping at you, which usually happens when you're 
    too close to him. His left hook is vicious. 
    His third attack, and the one I think you really have to watch out for, 
    is dropping about six Skitters at a time from goodness knows where (it 
    looks like his back) and they tend to sneak up on you when you least 
    expect it. 
    Tips to beat him: Like most of the bosses you'll face, basically you 
    want to avoid his attacks as much as you can and run around in circles 
    while shooting at him. I know this probably is just common sense, but 
    what you really need is a good handle on how to strafe, and shooting 
    while running backwards is key. 
    It can get tricky with more than one Hunter playing, and it seems to me 
    that beating it with one is easier than beating it with a team, but 
    maybe that's just me. He has a health meter so you can watch your 
    status, and you can tell that he's starting to hurt when your shots 
    turn him red instead of a sickly yellow. I used my Machinegun and 
    shotgun, and waited on getting the replacements until after I had 
    beaten the boss, so that I had something with which to go into the next 
    level. Once I ran out of Special Weapons, I used my unlimited ranged 
    So it takes a while, but use the Health Glyph if he hits you, and you 
    should still have several continues just in case you die.
    Another option to beat him is getting him on one side of the fence 
    while you are on the other. The Zombies and Skitters might come around 
    at you, but you can shoot through the fence and it will take off life 
    from the boss. Time-consuming, but safe. 
    Back to Table of Contents
    Teddy Bear
    Found in Level 5: Church
    The first thing you want to do is shoot out all the benches so you can 
    run through them. 
    Try to kill off the first two Blue Specters, after which three more 
    will pop up.  I'm pretty sure you only get five, but once you've killed 
    them off they shouldn't respawn. Machineguns and Shotguns work pretty 
    well for this as well as some Edges, and if you can just keep running 
    in a circle while shooting behind you, it shouldn't take too long to 
    kill them off. 
    The Teddy Bear has several attacks: taking swipes at you if you're too 
    close, running and pouncing on you, and spewing some sort of vomitous-
    like substance, which hurts you a lot. 
    After you get his health down a lot, he'll start jumping and pounding 
    the ground to create an earthquake effect. His earthquake attack covers 
    a lot more ground than the last boss, so even if you have a fast 
    Hunter, you still need to be good at timing your jumps. 
    Once you've killed off the Blue Specters, I would run diagonally from 
    corner to corner to keep your weapons aimed at him while he's running 
    at you on a straight path, and when he gets close, you can run around 
    him and back to the other corner. Switching between the Health corner 
    and the Conviction corner is probably the best idea, and gives you good 
    camera angles to work with. The altar also provides a good place from 
    which to defend, because he cannot climb over it and you can. Judge's 
    Word of Power does a decent job of taking off the Teddy Bear's life.
    A tip from WARTEK:
    The best way to defeat the Teddy Bear without wasting ammo or losing a 
    life is to get out your melee weapon and start hacking away. This works 
    because he rarely uses his shockwave attack when you're at that range, 
    and when he spews it goes right over your head.  Plus, his claw attacks 
    aren't very powerful so you are at a total advantage
    Back to Table of Contents
    Warden Degenhardt
    Found in Level 13: Mansion Interior 1
    OK, you can do this a number of ways: Run around and try shooting him 
    while avoiding the Tentacles that pop up and his attacks, or you can 
    stand close to him and attack him with your melee weapon. The quickest 
    way is to do it melee-style, and you're bound to lose several lives, 
    but it's over in a minute or so. 
    A tip from "Anthony the Avenger":
    Run around until you're directly behind him and then unload your 
    chainsaw, takes about a minute to kill him and you shouldn't lose a 
    His attacks consist of a shockwave that will knock you back, whipping 
    you with his tentacle-arm, and Tentacles will also appear randomly 
    throughout the room. If you stay by the Health Glyph on the right side 
    of the room and attack him up close, you might be able to kill him 
    without losing more than two lives. 
    If you choose to run and attack, you'll probably use most of your ammo 
    and still lose lives simply because of his attacks and the Tentacles 
    around the room, so it's up to you. 
    Another tip for fighting multiplayer:
    1.  You must have at least two players. 
    2.  When Degenhardt is chasing one person, they should try and get a 
    pillar between them and him. 
    3.  If you are lucky, he will keep running towards you but be blocked 
    by the pillar, allowing the other Hunter to empty everything they have 
    into his back! 
    4.  The person behind the pillar can do some damage too if they have a  
    flamethrower, as it can be fired round the pillar.   
    5.  You can evade all of his attacks by jumping.
    Contributed by: Tom A. and Angus T.
    Back to Table of Contents
    Dr. Hadrian (and his very strange left appendage)
    Found in Level 21: Morgue
    OK, this is a fairly tough Boss simply because while you're fighting 
    him, you're also getting attacked by Hulks, Skitters and Playground 
    Beasts. This starts to happen after you've taken off about half his 
    life, and suddenly you'll notice the room is getting very crowded. 
    Try to stay close to him, because if you get too far away you end up 
    wasting your ammo on the other things, but try not to let the monsters 
    build up too much. I think you're probably guaranteed to lose a few 
    lives on this, at least two or three maybe. 
    His main attack, besides spawning other creatures, is emitting this 
    green ray that will take off Health and slow you down for a few 
    seconds. A good defense is to roll out of the way, or jump if you can 
    time it right. 
    The Flamethrower seemed to work pretty well on him, as well as the 
    other Special Weapons, but I think attacking him up close is probably 
    the way to go. Every time I tried to Heal, the other monsters would 
    usually take off another chunk of life, so I found that if I stayed 
    near him, used my Conviction on the other creatures, and attacked him 
    with Flamethrower or whatever I had until I died and could respawn with 
    more Conviction that I only used three or four lives on average. I 
    still don't like losing that many lives, so I'll keep working on it.
    A tip from "Anthony the Avenger":
    The key is to unload the flamethrower on him while running around, and 
    then use the machine guns and shotguns on all of the freaks. I made 
    sure I killed all of the freaks in the room while I was fighting him 
    and unloaded some shots on him too. Whenever I got low I used the 
    health glyph and when he started flashing red, I once again got behind 
    him and unloaded the chainsaw. That chainsaw will get em everytime!
    A tip from COOL3PO:
    First off run for the back room (i stupidly battled in the coridor for 
    a bit of time before realizing i should skip it...) 
    The battle starts and Dr. Hadrian stands in the center of the fleshy 
    door way firing green orbs at you and there are a few white vomit 
    things just kill those, then simply strafe while firing your primary 
    weapon. when hulk begin spawning again just defeat them while dodging 
    both the doctor and the hulk themselves. after so much damage to the 
    doctor two playground boss come down to play, i fired a few more shots 
    into the doctor before deciding to switch to the machine gun... 
    literally run circles round the playground bosses while strafing and 
    firing on the doctor, you'll take out a few hulk and lose a few bullets 
    to the playground boss but once your out of ammo for the machine gun 
    you switch to the shotgun, at which point i begain running a half 
    circle on the side of him with the door way, this provented the 
    playground boss from getting to me and you finish what was left of his 
    health pretty quickly.
    Back to Table of Contents
    Found in Level 24: Death Row
    Remember, you need to destroy his anchor before you can destroy him, 
    and what else is in the room but, you guessed it, the Electric Chair. 
    If you have teammates, someone should shoot the Electric Chair to 
    destroy it, and once that's done, killing Arkady is a piece of cake. 
    The Rocket Launcher works well for this: It takes about 8 Rockets to 
    destroy the Chair. If you're alone, try doing a running attack where 
    you run towards the chair and aim with your Rocket Launcher, just don't 
    get too close when you shoot it otherwise you can blow up yourself. 
    One thing is for certain, Arkady fights close combat, so you constantly 
    need to be moving. Machinegun and Shotgun will help you out with him, 
    but he does take a while to kill, so be patient and run him up and down 
    so you can get a good aim at him when you shoot. It's hard to miss him 
    actually, because he follows so close. 
    If you have the Judge Hunter, Word of Power does an excellent job of 
    taking off his Health in big chunks, and when you run out of 
    Conviction, fight with your melee/ranged weapon until one of you dies. 
    (The only way to get more Conviction, unfortunately)
    He has an attack similar to the Martyr's with two knives in his hands. 
    He also has kick moves, so watch out for that. If you don't mind the 
    potential loss of life, fighting him with your melee weapon seems to do 
    some decent damage as well.
    Back to Table of Contents
    Found in Level 24: Death Row
    As if fighting him the first time wasn't bad enough, you have to fight 
    Arkady again as a Werewolf in the execution room. This time he's a 
    little more bulky, so that cuts down on his agility slightly, but you 
    still gotta be quick to escape his clutches.  He can follow you and 
    smack you across the face, and he can also release a 360-degree circle 
    of Blue Specters, which is the only time he's standing still, so you 
    must take advantage of this opportunity. You can jump out of the range 
    of the Blue Specters if you time it right. Use your Rocket Launcher 
    first while he's standing still, and the Machinegun and Flamethrower 
    are good too. Shooting him while he's standing still is the key to 
    beating him, so hopefully you have good aim! 
    Once you get his Health down a little ways he will add a new attack. 
    Standing still for a second, he sends out a blue beam with a white 
    Skull-shaped thing in front that takes off a lot of life. Avoiding this 
    is a good idea since it can take off nearly all of your Health. There 
    is no anchor to destroy this time, so just keep running and shooting, 
    and I will try to come up with better ways of killing him quicker, not 
    that it actually *kills* him, but you know what I mean. Judge's Word of 
    Power also works quite well here.
    Back to Table of Contents
    Found in Level 30: Attic
    This guy is really not as bad as he might seem at first. Sure, he has 
    these annoying black arms that whip at you, and he beats up on you a 
    lot, but the trick is to get him away from the window that he's in 
    front of, and once you do that, it's not too hard to beat him. 
    His attacks consist of: 
    Tentacles throughout the room, and ones that he whips at you with if 
    you get too close to him.
    Sending out these red beams that hit you for Health damage, and it also 
    slows you down a lot.
    Whipping at you with his tree-like arms.
    *****Once you free all the innocents he can triplicate himself, so stay 
    out of his way when he does this. 
    (You can free two, but the freeing of the third innocent is what 
    triggers the Triplication)
    Getting too close to the red vortex on the right isn't a good idea 
    Attacking him when he's standing in the center of the room doesn't seem 
    to do any good (He's Healing himself from the vortex) so perhaps you 
    can use this time to shoot at the window and Heal. 
    Some Edges (Word of Power that I know of) works OK to knock off some 
    There seems to be a minor glitch that can kinda hang you up. In front 
    of the red curtain between the two windows, but a little further out in 
    the room, almost like a pillar that didn't quite get taken out of the 
    game. At least in my game, I'll try to run forward and can't, so I have 
    to go around that spot.
    Use your weapons to shoot at the boards covering the window, and his 
    attacks will also break the boards away if you're standing near the 
    window. Keep Healing on the Health Glyph, and hopefully you have enough 
    Continues to last until the boards break away to let the sunlight 
    inside the room. You'd think he'd have thought of that, huh?
    OK, update on this Boss: Best things to do is use your Chain Saw on the 
    window after you get the Warden away from it. Special weapons will work 
    too (although not the melee weapons) but nothing is as fast as that 
    gas-guzzling baby! Keep Healing and hacking away at the boards and the 
    fight is over in a matter of a few minutes!
    A tip fom Faulk:
    Use the Chain Saw until the boards pop off, then he comes back with a 
    new rage, so hit him with your rockets until he goes to heal himself, 
    then go back over to the window and use your shotgun against the boards 
    at close range and it should knock the rest of them off. You shouldn't 
    even have to die once!
    Back to Table of Contents
    XII. Codes, Hints and General Strategy
    >> There is *NO INVULNERABLE* code or cheat. Several people have 
    emailed me to tell me this, and I confirmed it myself from the game 
    designers website. They planned to put one in but didn't, and forgot to 
    take that part out of the loading screen.
    >> All Weapons (Entered using the Directional Pad) 
    Works at any point in the game. This code gives you the Combat Shotgun, 
    Bull-Pup Assault Rifle, Flamethrower and Rocket Launcher. You also get 
    a Chainsaw, but there's no gas in it...? You can actually use it for 
    one swipe at a Zombie before you lose it though. For those of you that 
    like having a security blanket, this is the code to use.
    B, Up, Left, Down, Right, B, B
    Contributed by: Fishkick65 at GameWinners, also on GameFAQs Codes & 
    Secrets page
    >> Sound FX Test (Entered using the Directional Pad)
    Right, Right, B Button - random Female voice
    Left, Left, B Button - random Male voice
    Contributed by: Official Xbox Magazine
    >> To get the good ending to the game, you need to save at least 50 
    innocents to send back to help fix the train. 
    To be honest, I think it would be pretty hard to beat the game using 
    less than 50 innocents unless you use the Glyph cheat. Has anyone ever 
    seen the Ending *without* saving 50 innocents? I'm curious to know what 
    happens, and am currently trying to do this, so I'll keep you posted on 
    what I find out. I would like almost like to see the ungrateful 
    innocents stuck forever in this town hehehehe.
    >> Gaining Experience:
    Each Hunter's Exp increases with each kill they make. In multiplayer 
    games you would gain partial points, but the Hunter whose attack kills 
    will gain the most points overall. Experience will increase your 
    Hunter's attributes and overall power, so you may want to make sure 
    everything is dead before you leave a level in order to power up your 
    Hunter for the big Boss fights.
    >> Hint: Gargoyles are resistant to bullets (However, a Machinegun 
    doesn't do all that badly against it)
    Source: Hunter: The Reckoning game
    Gargoyles are only resistant to your standard weapons, any guns that 
    you pick up i.e. Shotgun, Machine gun will do damage to them.
    Contributed by: DragonDude06
    >> Hint: Ranged weapons are also useful against Gargoyles, especially 
    after improving your accuracy stats. It may take a while, but it does 
    the job. On levels like the hospital roof where they keep appearing, 
    keeping them at a distance is the way to go!
    Contributed by: kari
    >> Hint: Another good way to kill Gargoyles is Judge's Word of Power. 
    In Normal mode it will kill them with one shot, in Nightmare mode it 
    takes about two shots, but it is still quite effective against them.
    Contributed by: CRUSAD9932
    >> If you're having trouble defeating a Boss, try using a different 
    weapon against it.  Sometimes using your melee weapons is a good idea, 
    because it will prevent the Boss from doing certain attacks, and 
    sometimes it's better to attack them from afar, so do some 
    Contributed by: Sam P.
    >> Go to www.hunter-net.org to get a screen asking you for a user name 
    and password... is this where the elusive Invulnerability Code is at? 
    Only a hacker would know for sure...
    Contributed by: gothic_raven
    >>  If you run toward a fence or a set of bars, then jump but keep 
    pressing toward the bars, you can get halfway through them. This allows 
    you to fire at enemies on the other side who cannot attack you (except 
    the exploding spiders, sometimes they can). This allows you to easily 
    clear those areas where you can see lots of enemies on the other side 
    of a fence (where you realistically should be able to blast them away 
    Contributed by: Rusty 
    >> You can run faster when you're not aiming or strafing, in case you 
    need to get out of an area quickly.
    >> Your weapon will automatically start to aim if you are near an 
    enemy. This is particularly helpful when there are enemies offscreen. 
    Your weapon will also point towards things such as benches, dividers, 
    and anything else that might obstruct your movement. In the sewer 
    levels, it will also point towards Skeletal Remains.
    >> Dumpsters can be good places to jump into when you have a lot of 
    Zombies or dogs or whatever coming after you. 
    >> Glyph Cheat: You can use Strength and Accuracy Glyphs more than 
    once, and the Health and Conviction Glyphs more than four times too.  
    It took me *forever* to finally get it right, but if two people stand 
    on the Glyph and activate it at the same time, you will be able to use 
    it indefinitely. (You have to activate the Conviction and Health Glyphs 
    on the *fourth* time to use it forever.) 
    You can build up your Strength and Accuracy until they are off the 
    screen, which gives a lot of power to your basic ranged and melee 
    If you are playing one player, you can plug in an additional controller 
    and activate it that way.  Takes some practice to maneuver two 
    controllers by yourself, but it's worth it to kill things with one 
    **Note: This Glyph cheat may or may not work depending on where you 
    bought the game. Apparently, the Australian version was released about 
    three months after the U.S. release, and by that time the programmers 
    had fixed the Glyph bug. They may have also fixed it in the GameCube 
    version, because I heard from COOL3PO that it could be used for 
    multiple characters, but then after that the glyph was used up. In my 
    opinion, it makes it too easy anyway, I'm killing monsters with one hit 
    on "Nightmare Mode" which kinda takes the fun out of it. Although there 
    is something satisfying about going through the whole game without 
    losing a single life, which does take some effort.**
    Contributed by: DBeasley, jjg22, The Lawrimore's, Chris P.      
    >> There is also a code for Maximum Weapons Damage, which I haven't 
    been able to figure out the effects or whether it works for sure, but 
    it is Down, Down, B, Y, Down, Down.
    Contributed by: jjg22
    >> If you're trying to beat the game single-handedly, and more power to 
    you if you are, a good Hunter to pick would be Father Esteban Cortez, 
    A.K.A. Judge. His crossbow is really good against the Vampires in the 
    later levels, and Word of Power is a great offensive Edge to have early 
    in the game.
    >> You can unlock the Alternate Hunter and Nightmare modes when you 
    beat the game with any character. 
    It then needs to be activated in the Special Features section of the 
    main menu. To do this, press the A Button to change it to say 
    "Deactivate Alternate Hunter/Nightmare Mode" which actually *activates* 
    the mode. 
    >> The Alternate Hunter mode gives you the Hunters dressed in the 
    outfits that you see them wearing in the first Scene where Arkady gets 
    electrocuted, and Nightmare mode just means it's a little tougher than 
    it was the first time around.
    >>Hint: Freeze your enemies 
    If you are running or walking around and notice a Zombie or tree whip 
    spawning (coming to life), get there fast enough and stand on top of 
    the place that it is appearing from. The enemy will be frozen and 
    unable to hurt you. Be careful, as many times you may get stuck with 
    the enemy and be unable to fight. If this does happen, take out your 
    melee weapon and hack away until you are free. Note: This does not work 
    with small enemies (dogs, rats, alligators and skitters). 
    Contributed by: Hardflip12338 at www.gamewinners.com
    >>Glitch: Invincible Zombies 
    Play the game with two people with one being the Avenger and one being 
    the Judge. After you both gain your second Edge (Smite and Burden) find 
    a location with a lot of zombies. Have the Avenger use Smite and 
    immediately after that, have the Judge use Burden to freeze the already 
    dead zombies. When they unfreeze the zombies will be invincible. 
    Contributed by: Straton Kephart at www.gamewinners.com
    >>Glitch: Invincible Hulks
    Judge's Edge, Burden (Time freeze) after going through door in 
    hosp.int.1 meal hall, morgue
    ...Interesting (?) little side note: if you read the posters on the 
    left and right sides of the subway tunnel at the beginning, you'll 
    notice that that right has a Jerky Boys poster -I think- and the next 
    poster reads "Get your to-do list done in a New York minute, only "Do" 
    is replaced with a yellow circle, maybe an Xbox button? Next to that is 
    a picture of the NYC subway Metrocards and some other black-and-white 
    pictures, George Carlin, etc. Now go to the left side of the tunnel, 
    and it is the same as the other side, only it's mirror-imaged so that 
    all the words are reversed. OK, I'm probably the only one that finds 
    this interesting, but I thought I'd throw it in for laughs. I like 
    looking for the little details... 
    >> Also wondering if anyone has found a use for the Taunt button (black 
    button) other than just Taunting some Zombies from a safe distance :) 
    Does it rile them up and make them fight each other? Is it basically 
    useless, only for show? I'd like to know what you think....
    Back to Table of Contents
    XIII. Credits
    >> Well, to start I would like to thank all the people at Interplay, 
    Digital Mayhem, White Wolf and High Voltage for making the game and 
    writing the manual. Kudos to you, and keep 'em coming! I never played 
    the White Wolf pen-and-paper game, but I'm pretty satisfied so far with 
    the content of this game, and I always love a game with good replay 
    >> I'd also like to thank Clark for making me get off my a88 to write 
    my first FAQ! Hopefully I didn't do anything wrong in writing it, and 
    hopefully I've helped some people with the game. If you have any 
    questions/comments, you can direct them to me at erincz@netzero.com -- 
    not promising I can answer every question you may have, but I'd at 
    least respond to any non-Spam emails. And remember what they taught you 
    in grade school, there is no such thing as a stupid question. :)
    >> Finally, thank _you_ for reading this FAQ. It's been fun getting 
    responses and hints from gamers out there, and it's even more fun to go 
    back to the game and check out the advice they give me. 
    If you feel like you should have been given credit for something, or 
    have been incorrectly credited, please email me and let me know, 
    because I like to be as accurate as possible. 
    Any tips from gamers are credited within the FAQ, and are verified by 
    me before I'll list them in the FAQ, and may be paraphrased by me as I 
    see fit. 
    Must add here that I've had several husband-and-wife teams write me, 
    which makes me feel a lot more normal about being an adult female whose 
    primary hobby is playing video games. 
    The information in this FAQ is private and for personal use only, and 
    is either taken directly from the game manual (sometimes paraphrased) 
    or original copyrighted material from yours truly. This FAQ may not be 
    copied or distributed or re-posted without my consent.  
    This material also cannot be used by anyone without my express consent, 
    and cannot be used for profit.
    Anyway, it's copyrighted material either way, and nobody likes a 
    plagiarist. If you would like to post this FAQ on your site or anywhere 
    for that matter, email me at erincz@netzero.com and ask for permission.
    You can find this FAQ on any of the following awesome gaming websites:
    http://www.gamefaqs.com/          Game FAQs
    http://www.cheathappens.com/      Cheat Happens
    http://www.cheatcc.com/           Cheat Code Central
    http://get-me.to/XboxCC/          Xbox Code Center
    http://www.neoseeker.com/         Neoseeker
    http://www.cheats.de/             German gaming site (in English)
    http://faqs.ign.com/              IGN.com
    http://www2.nonsologiochi.com/    Italian gaming site (in Italian) 
    http://www.cheatportal.com/       Cheat Portal 
    http://www.911codes.com/          911 Codes 
    http://www.911cheats.com/         911 Cheats 
    http://www.fastcheater.com/       Fast Cheater 
    http://www.25000cheats.com/       25000 Cheats 
    http://www.pc-cheats.org/         pc-cheats 
    http://www.skali.com/             skali 
    >>This document Copyright 2002 by Erin Czerniak.
    Back to Table of Contents

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