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    FAQ/Walkthrough by Reptile

    Version: 1.1 | Updated: 06/13/03 | Search Guide | Bookmark Guide

    
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    Nightmare Creatures for the N64
    FAQ/Walkthrough
    Copyright 2003 Michael Tyler
    
    
    Written by: Reptile
    E-mail: reptile654@bitwiser.com
    Created on: 1/17/03
    Version: 1.1
    
    
    ===================================================================
    |--- TABLE OF CONTENTS ---                                        |
    ===================================================================
    I......................................................Introduction
    ..A..............................................The Health Meter..
    ..B..........................................The Adrenaline Meter..
    II.................................................The Story So Far
    III....................................................The Controls
    ..A.................................................The Main Menu..
    ..B..............................................The Options Menu..
    IV................................................The Attack Combos
    ..A.....................................Father Ignatius Blackward..
    ..B.......................................................Nadia F..
    V.......................................................The Enemies
    VI....................................................The Power-Ups
    ..A..............................................Weapons Upgrades..
    VII.................................................The Walkthrough
    ..A.......................................................Chelsea..
    ..B...................................................Spitalfield..
    ..C.................................................Thames Tunnel..
    ..D.......................................Sewer Snake(mini-boss)...
    ..E...................................................India Docks..
    ..F.............................................Highgate Cemetery..
    ..G...............................................Hampstead Heath..
    ..H...............................................Queenhite Docks..
    ..I..........................................................City..
    ..J....................................................Smithfield..
    ..K............................................Snowman(mini-boss)..
    ..L.................................................Regents Canal..
    ..M....................................................London Zoo..
    ..N.....................................................Marylbone..
    ..O....................................................Bloomsbury..
    ..P.......................................................Pimlico..
    ..Q........................................Jose Manuel(mini-boss)..
    ..R...................................................Westminster..
    ..S................................................Westminster II..
    ..T.........................................The Roofs(final-boss)..
    VIII............................................The Stage Passwords
    IX.......................................................In Closing
    X....................................................Special Thanks
    XI......................................................FAQ History
    XII...........................................Copyright Information
    
    
    
    
    =======================================================================
    |-I.------------------------ INTRODUCTION ----------------------------|
    =======================================================================
    
    In this game you will play as either Father Ignatius Blackward, or as 
    Nadia F. The levels of the game are the same, no matter whom you use. 
    There are only two real differences; Ignatius is stronger than Nadia, 
    and Nadia is more agile than Ignatius.
    
    Besides being a man of the cloth, Ignatius is an expert of foreign 
    languages, cabalistic writings, occult rituals, and shamanism. His 
    weapon of choice is a long wooden fighting staff, affixed at both ends 
    are razor sharp blades. His knowledge of the occult as well as his 
    skills with a staff make him a dangerous enemy of evil.
    
    Nadia F. is what you would call a "student of the world". She travels 
    around with her father, a prominent doctor. Despite her age, Nadia has 
    become an expert in the relatively new field of immunology. Immunology 
    is the study of viruses, microbes, and their environment. This 
    character's weapon of choice is a sword, and she is very well trained.
    
    You will use one of these two characters to travel through the stages 
    of this game, leading up to a final fight with Adam Crowley. Throughout 
    each the game you will have to use a mix of fighting skills and problem 
    solving skills to reach the end of each stage. 
    
    
    |---------------------------------------|
    |-----------The Health Meter------------|
    |---------------------------------------|
    In the lower left corner of the screen is your health meter. When you 
    first begin, it will be filled with red. This red represents your 
    current level of health. Each time you are struck, either by an enemy 
    or natural danger, you will lose some of the red out of your health 
    meter. When you run completely out of red, you will die. If you see 
    your meter is running low, use a healing ball to restore it. A small 
    healing ball will fill it up about 1/3, and a large healing ball will 
    fill it up completely.
    
    When you pick up the 2nd weapon upgrade, your health meter will change 
    to a "double health meter". Now your meter will start blue. With this 
    new meter, each time you get hurt, a section of the blue will change to 
    red. But, just like with the previous meter, when the red runs out you 
    are dead.
    
    
    |---------------------------------------|
    |----------The Adrenaline Meter---------|
    |---------------------------------------|
    On the left side of the screen, and just above the health meter, is a 
    vertical meter filled with blue. This is your adrenaline meter. It 
    shows your body's current level of adrenaline. As you travel through a 
    stage, this meter will slowly lose blue until it's empty. But, NEVER 
    let it completely deplete.
    
    Adrenaline is a chemical your body naturally produces. Adrenaline is 
    that burst of energy you feel when you are really afraid for your life. 
    Lucky for you, adrenaline is also a naturally occurring antidote to 
    Adam Crowley's virus. As long as you keep a healthy amount of 
    adrenaline in your bloodstream, you will be fine. But, when this meter 
    runs out, you will begin to lose life from your health bar.
    
    The only way to fill up your adrenaline meter is to kill a creature. No 
    matter how low it is, the meter will fill up as soon as the creature 
    you are fighting is dead. 
    
    The adrenaline meter will deplete more and more quickly as you move 
    onto higher stages of the game. So, don't go too long without killing 
    something.
    
    
    
    =======================================================================
    |-II.--------------------- THE STORY SO FAR --------------------------|
    =======================================================================
    
    History is full of coincidences and often repeats itself. The Great 
    Fire of London in 1666 and the Fire of 1834 at first did not appear 
    related. And yet in London, a strange story is whispered...
    
    A secret society known as the Brotherhood of Hectate sought to create a 
    race of stronger, more powerful human beings with which to rule London 
    and eventually, the world. Under the cover of scientific research and 
    the study of natural phenomena, the Brotherhood experimented on stolen 
    corpses and attempted to isolate an extremely virulent agent, a mixture 
    of plague, rabies, and other unknown components which would have the 
    power to transform a human being into an astonishingly powerful 
    creature. The Brotherhood's initial experiments went horribly wrong, 
    however, and instead of supermen, their test subjects transformed, 
    almost immediately, into grotesque and ravenous monsters. Undaunted, 
    the members of Hectate decided that the agent could be released into 
    the city of London, turning all the infected citizens into horrific 
    monsters over whom they would have complete control.
    
    Their mad scheme might have succeeded but for Samuel Pepys, a writer 
    you joined the Brotherhood in 1660. Pepys, growing increasingly alarmed 
    by the escalating madness of his fellow members, decided to destroy 
    Hectate and put a stop to their experiments forever. On a cold night in 
    1666, when the mad members of the secret society were convened in their 
    secret crypt be beneath a warehouse at St. Katherine's Dock, Samuel set 
    fire to the warehouse, burning and destroying the Brotherhood of 
    Hectate, its laboratory equipment and notes and all traces of its 
    existence. The raging blaze quickly spread into the streets of London, 
    resulting in the Great Fire of 1666.
    
    All knowledge of the brotherhood would have dies with them except that 
    Pepys kept a fastidious account of all their activities in his diary...
    
    Almost 170 years later, a bizarre plague has been spreading through the 
    citizenry of London town. People infected by the plague experience 
    grotesque mutations of their limbs and faces and disappear into the 
    dark alleys and sewers of the city. An odd black tome is mysteriously 
    left on the doorstep of the priest Ignatius Blackward, an expert in the 
    occult and cabalistic writings. He is able to decipher a portion of the 
    decaying book and determine that it is the diary of a man named Samuel 
    Pepys. An entry describing an arcane formula for creating organic 
    mutations alarms Ignatius, leading him to mail the diary to his friend 
    in New Orleans, Dr. Jean F., a world renowned authority in immunology. 
    Upon receiving the diary and analyzing its formulas, Dr. F. immediately 
    embarks on a voyage to London accompanied by his daughter, Nadia. Once 
    in London, Dr. F. contacts Ignatius to relate his discoveries but 
    before Ignatius is able to reach the hotel, Dr. F. is brutally 
    murdered. The diary is missing. At the funeral for Dr. Jean F., a 
    strange man in black robes hands Nadia a note, which reads, "know about 
    Adam Crowley, Brotherhood of Hectate - HV. An address is written at the 
    bottom of the note.
    
    At dusk on October 17th, 1834, Nadia and Ignatius meet in the fading 
    light of his church to set about hunting down Adam Crowley, his 
    Brotherhood of Hectate, and the nightmare creatures which roam the 
    streets. The quest has only begun...
    
    
    
    =======================================================================
    |-III.---------------------- THE CONTROLS ----------------------------|
    =======================================================================
    
    Control Stick Up...................Run Forward
    Control Stick Down.................Jump Back
    Control Stick Right................Turns your character right
    Control Stick Left.................Turns your character left
    A..................................Kick
    B..................................Sword/staff attack
    Z..................................Use current item
    R..................................Bring up inventory & number of lives
    Start..............................Pause game, bring up pause menu
    C.Left.............................Jump up
    C.Right............................Jump to the right
    C.Up...............................Jump to the left
    C.Down.............................Block an enemy attack
    C.Left + B.........................Jump Attack
    Control Stick Forward + B..........Forward Slice Attack
    
    
    |---------------------------------------|
    |--------------The Main Menu------------|
    |---------------------------------------|
    The main menu is your first list of options give to you at the very 
    start of the game. They include.
    
    =-Start Game-=
    Select this option to begin the game using the current selection of 
    options. After you choose this, you will be given the option of which 
    hero you will use for your quest. If you have already loaded a game, 
    you will start on the last unfinished stage of that saved game. If you 
    have not loaded a game, you will start in the first stage using 
    whatever character you choose.
    
    =-Load Game-=
    Select this option to load a previously saved game from one of your 
    controller paks. When the game is loaded, select start game to start 
    the game in the last unfinished stage of that game. You will have the 
    option of saving the game when you finish each stage.
    
    =-Enter Password-=
    Select this if you want to enter a password. Use the "C" buttons and 
    the directional pad to enter the digits of the password. Press "B" to 
    delete the last entered digits. Press "A" when you have the entire 
    password entered and are ready to start. The passwords are given to you 
    each time you finish a stage.
    
    =-Options-=
    Select this option to open the options menu. Inside the options menu, 
    you can change the sound, difficulty, and brightness settings. Also, 
    you can view your list of known combos, as well as toggle the 
    adrenaline meter and rumble pak on or off.
    
    
    |---------------------------------------|
    |------------The Options Menu-----------|
    |---------------------------------------|
    This menu is accessible through the main menu. In this menu, you have 
    six available options.
    
    =-Sound Management-=
    Select this to change the sound & music volumes. Use the control pad 
    up/down to highlight either sound or music, and then use left/right to 
    adjust the volume louder or softer.
    
    =-Light Management-=
    Select this to alter the brightness of the game's display. When you 
    have this option highlighted, use the control pad left/right to adjust 
    the level of brightness on the screen during gameplay.
    
    =-View Combos-=
    Select this option to have displayed to you a attack combo at the 
    beginning of each stage of the game.
    
    =-Adrenaline-=
    Select this option to enable or disable the adrenaline meter during the 
    game.
    
    =-Difficulty-=
    Select this option to change the current difficulty setting. While this 
    option is selected, press left/right to toggle between "easy" and 
    "hard" modes. During "easy" mode, enemies will not have as strong of 
    attacks.
    
    =-Rumble Pak-=
    Select this option to turn on/off the rumble pak. You have to have a 
    rumble pak currently in your controller for this option to make any 
    difference.
    
    
    
    =======================================================================
    |-IV.--------------------- THE ATTACK COMBOS -------------------------|
    =======================================================================
    
    As you play through the game, you will be given new attack combos. 
    These attack combos are certain button combinations that produce 
    special moves. These special moves are much more powerful than normal 
    kicks and strikes. Rather than wait for those moves to be given to you, 
    I have the complete list of moves for you below, starting with...
    
    
      |---------------------------------------|
      |-------Father Ignatius Blackward-------|
      |---------------------------------------|
      |                                       |
     _|_______________________________________|_
    |     B B B      |      Triple Strike       |
    |----------------|--------------------------|
    |     A A A      |       Triple Kick        |
    |----------------|--------------------------|
    |     B B A      |      Temple Strike       | 
    |----------------|--------------------------|
    |     B A B      |    Scottish Backhand     |
    |----------------|--------------------------|
    |   A B C.Down   |     Last Judgement       |
    |----------------|--------------------------|
    |  B C.Left A    |       Lunge Kick         |
    |----------------|--------------------------|
    |     A B B      |       Hammer Curl        |
    |----------------|--------------------------|
    |    A A A B     |      Windmill Slam       |
    |----------------|--------------------------|
    |     B A A      |      Crescent Kick       |
    |----------------|--------------------------|
    |   A B C.Left   |     Hammerhead Crush     |
    |----------------|--------------------------|
    |    B B B A     |    Cyclone Leg Sweep     |
    |----------------|--------------------------|
    | A C.Left C.Down|    Judas Jack Knife      |
    |----------------|--------------------------|
    |    A B A B     |      Spin Strike         |
    |----------------|--------------------------|
    |    B A B A     |     Ahab's Revenge       |
    |----------------|--------------------------|
    |  B C.Left B A  |     High Kick Feint      |
    |----------------|--------------------------|
    |________________|__________________________|
    
    
    
    
    
    
      |---------------------------------------|
      |----------------Nadia F.---------------|
      |---------------------------------------|
      |                                       |
     _|_______________________________________|_
    |     B B B      |      Triple Strike       |
    |----------------|--------------------------|
    |     A A A      |       Triple Kick        |
    |----------------|--------------------------|
    |   B B C.Left   |     Slide Flip Kick      | 
    |----------------|--------------------------|
    | B C.Left+C/Down|     Bloody Ballerina     |
    |----------------|--------------------------|
    |     A Up+A     |      Gymnast Strike      |
    |----------------|--------------------------|
    |   A Up+A A+B   |     Divide & Conquer     |
    |----------------|--------------------------|
    |  B B B A Up+A  |     Back Flip Kick       |
    |----------------|--------------------------|
    |     Up+B+A     |       Sever Slash        |
    |----------------|--------------------------|
    |   A A Down+B   |      Wurthing Slice      |
    |----------------|--------------------------|
    |   A B Up+B+A   |       Rising Force       |
    |----------------|--------------------------|
    |    B A A A     |       Feet of Fury       |
    |----------------|--------------------------|
    |    A A A B     |      Cyclone Volley      |
    |----------------|--------------------------|
    |________________|__________________________|
    
    
    
    =======================================================================
    |-V.------------------------- THE ENEMIES ----------------------------|
    =======================================================================
    
    As you travel through the city of London you will meet Crowley's 
    twisted experiments face-to-face, thus the name "nightmare creatures". 
    All of these enemies have pretty simple attacks, so their rhythms will 
    not be very difficult to memorize. Anyway, here's the list...
    
    =-Zombies-=
    These are the walking dead, former London citizens who have been 
    infected with Crowley's virus and comeback to life. These guys only 
    have one attack; they will lunge at you, hitting you with their heads. 
    They are pretty easy to kill, all you have to do is slice them in half 
    by using a Slice Attack (Forward + B). If you use any other attack, you 
    will knock them down, but they won't actually die. They HAVE to be cut 
    in half. Even if you cut their head off, they can still attack you. You 
    usually just see these guys wandering the streets, but sometimes they 
    climb out of shallow graves.
    
    =-WereWolves-=
    These are dog like creatures that walk around on two feet. Their main 
    defenses are blocking and dodging. They will try to jump behind you and 
    attack you from behind. The best attack against them is a series of 
    kicks. If they start blocking, step back and then quickly start kicking 
    again. These guys are pretty weak, a few Triple Kicks and they're dead.
    
    =-Demons-=
    These little flying devils are the weakest enemy in this entire game. 
    Their only attack is to shoot small fireballs at you. They usually 
    appear only in fire levels, but can also be found camouflaged as 
    statues in the first stage. These guys are dead in one hit, and since 
    they are always airborne, A Jump Attack is the fastest way to kill 
    them. Don't bother using fire attacks on them, they're immune to them.
    
    =-Pepy's Monsters-=
    This monster shows you what the virus can really do to someone. This 
    large beast stands 9 feet tall, and sports 3 arms and 3 heads. He 
    attacks you with wide claw swipes. He can block, but doesn't choose to 
    very much. He is however, not very susceptible to kick attacks. In 
    fact, it is almost a complete waste to try and defeat him with kicking 
    attacks. The best move is a quick weapon combo, but some simple 
    sword/staff attacks will do the trick.
    
    =-Docker-=
    A large bulky monster who shares a slight resemblance to "The Thing" 
    from the Fantastic Four. Anyway, this guy is pretty easy to beat. His 
    only attack is to swing his large rocky arms at you. Your best bet is 
    to come at him with a couple of good weapon combos. After you've done 
    your combos, step back, you have to give him a chance to fall down. 
    This guy can still hurt you even if you slice off both of his arms and 
    one of his legs. So make sure he is down for the count before you move 
    on.
    
    =-Insects-=
    These are giant brown bugs, which look like a mix of a wasp and a 
    ladybug. They are VERY fast, and will block a lot of moves. They are, 
    however, not incredibly strong. You won't find these guys a lot, but 
    they are in large numbers in the Thames Tunnel stage.
    
    =-Thames' Monsters-=
    These are giant sea creatures found near docks and bridges. They have 
    many tentacles, which have an incredibly long reach. The best attack is 
    to stand back and fire off a single shot from your gun. Be careful, as 
    explosive barrels surround many of these creatures.
    
    =-Harpies-=
    Airborne women whose screech can be heard from very far away. They 
    ladies can attack you by clawing with their wings, or stabbing you with 
    the tips of their tails. Because they fly so high above, the are very 
    difficult to attack. Kicks are too low to be successful, so I suggest a 
    Jump Attack. These ladies don't show up much in the game, but watch 
    your back when they do show up.
    
    =-The Faceless Men-=
    These unfortunate gentlemen are proof it does not pay to leave the 
    Brotherhood of Hectate. These guys are former members of the 
    Brotherhood, but they tried to leave, so were forced to ingest the 
    virus. They wonder the street, armed with a knife, their main attack. 
    Your best bet to beat these guys is to do a Jump Attack. After these 
    guys make their first appearance, they will continue to appear in large 
    numbers throughout the rest of the game.
    
    =-Spider-=
    Large six-legged spiders who are found in the back alleys of the city. 
    They build large green passageways throughout the city streets. They 
    usually appear in pairs, but can be found alone. These guys ca be very 
    susceptible to kick attacks and combos.
    
    =-Giant Rats-=
    You won't see these large rodents very much, and when you do find them 
    it's no bid deal. They inhabit the docks and harbors in the city of 
    London. Your best move is a couple of simple weapon combos.
    
    =-Gargoyles-=
    These large dragon-like creatures are start appearing in the stages 
    near the end of the game. They like to impersonate statues, waiting for 
    unsuspecting citizens to approach them. Don't you make the same 
    mistake. Like a lot of monsters, I find the best move is a Jump Attack; 
    it's fast, powerful, and they don't see it coming. Be careful, cause 
    these guys are almost always found in groups.
    
    =-HellHounds-=
    Large, red, fire-breathing demon dogs. These are probably the toughest 
    enemies in the entire game. They will attack either shooting large 
    amounts of fire, or attacking you with their large claws. If you are 
    using Ignatius as your character, the attack combo Ahab's Revenge will 
    tear these dogs apart. Kick attacks will work, but not as well as the 
    more complex weapon combos.
    
    
    
    =======================================================================
    |-VI.----------------------- THE POWER-UPS ---------------------------|
    =======================================================================
    
    Throughout each stage there are many power-ups to be found, either 
    sitting around or left behind after killing one of the creatures. These 
    power-ups can give you more health as well as give you new tools in the 
    fight against these creatures. 
    
    =-Proximity Mines-=
    These are small green spiked balls. When you drop one, any monster that 
    comes near it will get a small explosion. Don't worry, it won't blow up 
    when you step on it. This is an effective weapon, even though the 
    explosion is not very strong.
    
    =-Repulsive Smoke-=
    This is a small green bottle with smoke pouring out of the top. When 
    you drop it on the ground, it will create a small circle of fog around 
    you. During the short amount of time the fog stays around, enemies will 
    not approach you. I never use this item, as its effect is not very 
    valuable. Though if you feel overwhelmed by enemies, it can buy you a 
    little time.
    
    =-Freeze Spell-=
    This is a large white snowflake. When you drop it, all creatures close 
    by will be turned into a very thin layer of ice. They will shatter if 
    you touch them, of if you let them sit for about 10 seconds. This is a 
    powerful weapon, but you won't see it around very much. Since it's so 
    effective, I would save it for when you have more then two enemies 
    around.
    
    =-Dynamite-=
    This is a stick of TNT. When dropped, it creates an explosion much 
    stronger than the proximity mine. It will blow off the arms and legs of 
    many creatures as well as weaken them. But remember, just because they 
    don't have arms doesn't mean they can't still hurt you. This weapon 
    isn't very hard to find around, so don't be afraid to use it.
    
    =-Flash-=
    This is a shiny blue lighting bolt. It will blind any creatures close 
    by for 10 seconds. Take this oppurtunity to destroy them. This is not 
    at all hard to find, probably because of its mediocre effect.
    
    =-Torches-=
    These look like, well, flaming torches. They are used to set creatures 
    on fire and turn them to ashes. Torches work on all creatures except 
    the Demons. These are a rare find, and aren't a huge help. It is, 
    however, cool to watch them burn up.
    
    =-Gun-=
    This looks like an old fashioned pistol. It fires off a single shot 
    straight ahead, and is accurate at a very long range. Make sure of what 
    you are aiming at because the gun automatically fires at the closet 
    enemy or exploding barrel. Even though these are all around I wouldn't 
    waste them on just any enemy. There are many exploding barrels around, 
    which require a gunshot to set off. Setting off these barrels can 
    sometimes open hidden areas in the stage. The gun is best saved for 
    exploding barrels and Thames' Monsters.
    
    =-Multi Gun-=
    This looks like an old fashioned pistol with three barrels. When you 
    use this item, the character will pull out two guns and fire three 
    shots to the left and three shots to the right. This item is about as 
    abundantly found as the normal gun. If you want to use a gun against 
    enemies, this is the one to use.
    
    =-Berzerker-=
    This item looks like a metal circular saw. This item, when turned on, 
    makes almost every weapon attack you do slice right through your enemy. 
    It is most useful when going up against a group of people, as it allows 
    you to make a fast, easy kill. This item is not necessarily rare, and 
    not necessarily common.
    
    =-Healing Ball-=
    This looks like a small crystal ball. Picking up this item adds a small 
    amount onto your life bar. This is not at all a rare item; in fact it's 
    probably the easiest item to find.
    
    =-Large Healing Ball-=
    This looks like a large crystal ball. Picking it up will restore a 
    large amount of health to your health bar. This too, is a fairly common 
    item to be found
    
    =-Chaos-=
    This looks like a human skull. When you drop this item, it will cause 
    any nearby creatures to ignore you and fight each other. They will stop 
    fighting when either the "spell" has worn off or one monster has beaten 
    all the rest. These items are very, very rare.
    
    =-Heart-=
    This item looks like a human heart and is the only item that appears in 
    the upper-right corner of the screen. Every time you pick one up, you 
    get another life. These items are usually gained after defeating a 
    creature.
    
    
    |------------------------------------------|
    |-------------Weapons Upgrades-------------|
    |------------------------------------------|
    Throughout the many stages of this game you will find 3 weapon 
    upgrades. Each of these upgrades will give you a more powerful weapon, 
    and sometimes give you a larger health meter. The list below will tell 
    you where to find each upgrade and how it will change your weapon. When 
    you come to an upgrade, just pick it up like you would any other item.
    
    India Docks: Climb onto the large pirate ship. Near the rear of this 
    vessel is a wooden plank, which leads to the sea. Jump to the left off 
    of this plank and land on the stone block below. Pick up the weapon 
    upgrade.
    
    The City: Enter the first web-cave you see and jump over the small 
    wooden fence you find at the end of it. Pick up the weapon upgrade.
    
    Bloomsbury: Run right through the large fire right next to the first 
    hellhound you run in to. The fire will hurt you, but you'll find an 
    upgrade behind it. This third weapon upgrade also comes with an 
    improved health meter.
    
    I will go into more detail about how to get each upgrade in those 
    stages of the walkthrough below.
    
    
    
    =======================================================================
    |-VII.-------------------- THE WALKTHROUGH ---------------------------|
    =======================================================================
    
    Here is the main body of this document, the actual step-by-step 
    walkthrough for this game. At the end of each stage, you will see text 
    enclosed in a small line square. This text is what you will read at the 
    end of each stage. Understand? Good, here we go
    
    
    
    Stage 1
    |-----------------------------------|
    |--------------Chelsea--------------|
    |-----------------------------------|
    
    Enemies: zombies, werewolves, demons
    
    Okay, spin completely around and use your weapon to open the brown 
    door. Be careful, because right behind it is a zombie. Use your weapon 
    to break apart the upper-left crate, in it you will find a large 
    healing ball. Turn back around and walk down the stairs and kill the 
    approaching zombie. Now, turn right and fire your pistol at the skull 
    and crossbones barrel. Walk through the newly created doorway and break 
    the crates you find inside. You'll pick up a proximity mine and a 
    pistol. Walk back out and turn right. Destroy the top crate to retrieve 
    a healing ball. There is a store window just ahead and on the left. 
    Break the glass of that window to get a gun and a small healing ball.
    
    Blocking your movement on to the next section of town is a large metal 
    gate. Just to the right of that gate is a small brown door. Carefully 
    approach the doorway and kill the werewolf that will leap out. Enter 
    this little room. Walk over to the small white block in the far right 
    corner of the room, slicing through the zombie along the way. Press the 
    small button with your weapon. This switch opens a hidden door on the 
    opposite end of this wall, releasing a werewolf. Kill the werewolf and 
    enter the small hallway he once occupied. Along the walls of this 
    little hallway are three pick-ups. Get them, and activate the switch on 
    the far back wall. The switch you just pulled opened the large metal 
    gate that was earlier blocking your way. Turn around, exit the hallway 
    and small room, and turn right into the now accessible street. In this 
    room, there is a zombie to your left and a werewolf atop a pillar to 
    the far right. Let the zombie come to you, so you won't have to fight 
    two people at once. Kill the werewolf, stand back, and fire a single 
    shot at the skull and crossbones barrel in front of the thin metal 
    gate.
    
    That explosion blew open the thin gate. Walk in and kill the zombie 
    directly to your left. Walk up the short dirt path that leads to the 
    large stone block and kill the werewolf that leaps from behind it. Now 
    turn to the right, and approach the large flat stone tablet lying on 
    the ground. As you get close, a zombie will arise from his grave. Kill 
    him, and turn around to face the dirt path. To the left, near the 
    path's beginning, are the ruins of a stone wall. Walk into these ruins 
    and kill the zombie milling around in there. Turn around and go down 
    the small set of stone stairs. Quickly turn right and kill the nearby 
    zombie. Now, to your left are some wall ruins, much like the ruins you 
    killed the zombie in earlier. Turn the corner to the other side of 
    these ruins. A werewolf is just around the corner. Run to the back wall 
    and pick up the small healing ball. Turn around and leave this small 
    enclose space. Walk up onto the brown elevated sidewalk you see right 
    in front of you.
    
    Kill the zombie that is just ahead. Walk up to, but don't go past, the 
    small staircase to your left. Kill yet another zombie that is slowly 
    approaching you. Go up to the stairs and walk up to the large stone 
    block with a statue on it. Just when you reach it, a werewolf jumps out 
    from behind. Kill him, walk around the stone block, and down the 
    opposite staircase. Turn to the right and look at the tow stone 
    statues. The one of the left is actually a demon in disguise. The one 
    of the right is just a stone statue, nothing to worry about. Approach 
    the one of the left and kill him. One hit should do it. Walk up the 
    small set of stairs and turn to the right. Walk about halfway down the 
    path and a werewolf will leap from over the left stone wall. Kill him, 
    turn around, and walk back up the path and stairs. Turn to the left and 
    walk forward, stopping before you pass the left turn. Now in front of 
    you are two small stone statues, and unfortunately BOTH of these are 
    really demons waiting to attack. Run up the small staircase and kill 
    both of them.
    
    Now, up ahead you can see a zombie standing in front of a small metal 
    gate. Kill him and the gate will open, but DON'T go in yet. Instead, 
    run up to the wall straight ahead. Jump up onto the wall, turn right, 
    and carefully walk along the wall. When you have gone as far as you can 
    go, turn left and jump down. Enter the dirt brick cave you see there. 
    Walk through the tunnel a ways until you come to a small open area. In 
    this area is a zombie just ahead and a bottle of repulsive smoke in the 
    back corner. Kill the zombie, pick up the bottle, and continue through 
    the tunnel. At the end you will find a small healing ball and an extra 
    life. Turn around and exit this dirt tunnel the same way you came in. 
    Turn right and hop back up on the fence. Walk forward a little ways and 
    hop back down at the same spot you climbed on. Go through the open gate 
    you your left and down the dirt steps.
    
                       ________________________________
                      |                                |
                      | The workshop is deserted, but  |
                      | a note is pinned to the door:  |
                      | I couldn't wait, Crowley       |
                      | suspicious. Brotherhood is     |
                      | meeting in Spitalfield. HV.    |
                      | Try to catch a Brotherhood     |
                      | member leaving the secret      |
                      | meeting                        |
                      |________________________________|
    
    
    That's it, you've just finished stage one with
    
    Monsters: 100%
       Items: 100%
        Time: 5:30
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Stage 2
    |-----------------------------------|
    |------------SpitalField------------|
    |-----------------------------------|
    
    Enemies: zombies, Pepys Monster, dockers
    
    Break the crate to your left and get the large healing ball. Walk up to 
    the small white fence and wait for the Pepys monster to step away. 
    Then, destroy the fence and quickly attack with a combo. Walk up the 
    small gray staircase and activate the switch. Walk through the now open 
    pathway. Step in, and then quickly hop back out. This will lure out the 
    monster that was just around the left corner. Destroy the box straight 
    ahead to receive a small healing ball. Turn left and walk down the 
    street. Coming up pretty quickly is a Pepys monster to your left, and a 
    zombie to your right. I would suggest fighting the Pepys monster first, 
    since the zombie moves so much slower. Now go right and up to the 
    wooden gate. Break it, and take a step back to avoid a monster. Kill 
    him and enter this room. Destroy the crate closest to you and take the 
    bottle of smoke. Turn left and walk up to the brown, dried up bushes. 
    Hack them apart to gain access to a secret doorway. Walk down the 
    hallway to find a room containing three pick-ups, including an extra 
    life. Go back up the staircase and exit the dirt tunnel. Walk forward a 
    little bit, and then turn left. Walking straight ahead, break the first 
    window you come to. Pick up the gun you just found, turn around, and 
    exit this room.
    
    Turn right, and slowly approach the old wooden fence. When you get 
    close, a docker will burst right through it. Instead of chasing him 
    forward, draw him back for an easier fight in a wide-open area. When 
    he's dead, keep going forward until you are underneath the street lamp. 
    Now, turn to the left and slowly approach the wooden barricade. When 
    you get close, two zombies will break it open and attack. If you're 
    lucky, you can get them both in one swipe. Keep walking up the dirt 
    ramp, but sop before you reach the crates ahead. When you get close, a 
    Pepys monster will knock a stack of crates down right on top of you. 
    Avoid the crates, kill the monster, and keep walking forward. When you 
    hear a rumble, stop, and take a couple jumps back. When the rubble has 
    fallen completely, you can proceed.
    
    Turn right, but don't go too far forward. There is a creature waiting 
    for you. Just like last time, it's a Pepys monster waiting to crush 
    under you some crates. So, just like last time; avoid the crates, kill 
    the monster, and proceed forward. Just up ahead and to the left is a 
    docker. In between you and him hangs a bridge overhead. Step under the 
    bridge, and then take a quick hop to avoid falling debris. That debris 
    will knock the docker down, but it will not kill him. Not far beyond 
    him is a zombie. After you kill the zombie, break the nearby crate to 
    get a large healing ball. 
    
    The path splits off here, and you need to go right. As you walk into 
    this area a zombie followed by a Pepys monster attacks you. These are 
    pretty close quarters to be "strategically" fighting, so I just mad 
    button smash. It will get the job done. Walk to the pathway at the 
    upper-right corner of this room. Walk into this next room swinging as 
    to circumvent the attack of the Pepys monster that lies in wait. 
    Straight ahead is an extra life. The box to your right contains a 
    proximity mine. The crate closest to the entrance contains a stick of 
    dynamite. In the upper-left corner of the room is a multigun. Turn 
    around walk forward, exiting this room.
    
    Keep walking until you come to two crates on your right. In the one 
    closest to you is a large healing ball. Take a few steps forward and 
    stand under the bridge. Don't worry; it won't fall down around you. See 
    the large wooden structure up ahead and to the left? As you walk 
    forward, a docker will burst through and attack, so be ready. Also, a 
    Pepys monster will appear to your right. Here's the plan; get the 
    attention of both monsters and take a few steps back, luring them away. 
    Now, run forward and back into the room the monsters originated in. The 
    Pepys monster is still around to fight you, but the docker is too slow. 
    He is still trying to maneuver around the crates behind you. This 
    allows you to fight them one at a time. Finish them both off and run 
    ahead to kill the approaching zombie. Not too far ahead from hear, a 
    zombie will burst through a small wooden fence. 
    
    Keep moving and you'll come to a dead end. To the right is a small 
    staircase and to the left is a breakable crate. Break the crate and get 
    the pistol, then walk up the little staircase. Turn to the left and 
    fire off a single shot. This shot will set off a series of explosions 
    that will both open the pathway and kill a monster up ahead. Walk down 
    the wooden pathway and activate the switch. Break the small wooden 
    fence to your left and walk down the green stairs. There is a docker 
    down there waiting for you. Kill him and keep walking. 
    
    Just ahead a bunch of wooden and stone will fall down far ahead of you, 
    no big deal since it won't hurt you. Turn to the left and kill the 
    approaching zombie. After him, you'll run into a Pepys monster. Run 
    through the tunnel and up to the wooden wall. As usual, a docker will 
    burst through and attack. Quickly jump back so as to put as much space 
    in between you and him as possible, and then begin your attack. 
    
    Keep walking forward and kill the three zombies waiting ahead. Not long 
    after them, you'll run into a Pepys monster. When you fight him, be 
    careful of the stone bridge overhead. It will rain falling debris upon 
    you. Keep going forward, killing the zombie you run into. Just after 
    him, you'll walk up on a broken bridge. Stop, take a few steps back, 
    and use a running start to jump over the gap. Keep walking. The next 
    bridge you come to is fine, except for being currently occupied by a 
    Pepys monster. Kill him and turn the next corner. The following two 
    bridges will burst into flames just before you reach them. Don't panic, 
    just leap over them as you did the first one. (You'll now be treated to 
    a nice little cut-scene involving Adam Crowley's escape.)
    
    Just after the cut-scene, you'll be approached by a Pepys monster. Kill 
    him, walk forward a little ways, and turn to the left. Use your weapon 
    to break open the boarded up window and retrieve the small healing 
    ball. Turn right, and walk down the small brown ramp.
    
                       ________________________________
                      |                                |
                      | The man in gray manages to     |
                      | elude you by fleeing into the  |
                      | sewers.                        |
                      | Follow Him!                    |
                      |________________________________|
    
    That's it, you've just finished stage two with
    
    Monsters: 100%
       Items: 100%
        Time: 6:00
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Stage 3
    |-----------------------------------|
    |-----------Thames Tunnel-----------|
    |-----------------------------------|
    
    Enemies: dockers, insects, Thames' monsters
    
    First, turn completely around and walk up to the back wall. Pick up the 
    large healing ball and turn around. Walk up the stone steps, but take a 
    few jumps back when you hear a rumbling noise. When all the rubble has 
    fallen, approach the explosive barrel and hit it once with your weapon. 
    This will send it rolling to the barricade of crates up ahead, 
    destroying it. With that destroyed, continue forward and you'll come to 
    a wooden wall on your left. When you get close to it, a docker will 
    burst through and attack you. As you battle him, keep in mind that 
    there is going to be falling rubble not too far ahead. Kill him, avoid 
    the rubble, and continue onward. 
    
    Next you will come to an insect, followed by yet more rocks falling 
    from the ceiling. Just avoid the rocks as usual. A few steps ahead is 
    yet another wooden wall you your left, concealing yet another docker. 
    Kill him, and in the small room he once occupied are a couple of pick-
    ups. Take them, and continue a little farther down the path.
    
    Just ahead is a green staircase leading to the main sewer tunnel. To 
    the left of the doorway is a pile of crates. Hiding inside is an 
    insect. Kill him, and go left, down the large damp tunnel. Just ahead, 
    on the left wall, is a stack of two boxes straight across from that is 
    a docker waiting behind a weak section of the green stone wall. Kill 
    him, and break open the top crate. Inside you'll find a bottle of 
    repulsive smoke. There is a wooden blockade straight ahead so you have 
    to turn right. Continue down this path and stop when you stand at the 
    feet of a small set of stairs to your left.  Up ahead of you is one of 
    the Thames' monsters. Face him, and fire of a single shot from your 
    pistol. This will set off a chain reaction, which will open up the 
    pathway to your left.
    
    Walk up the stairs and kill the insect that appears when you reach the 
    top. Just to the left is s pile of crates; one contains a small healing 
    ball, and the other holds a single pistol. Take them and turn to your 
    right. Just ahead in a crate on the left wall containing a large 
    healing ball. Across from that, on the right wall, is a crate that 
    houses a small healing ball. Forward a few steps from there, and back 
    on the left wall, is another small healing ball hidden inside a crate. 
    Continue down the path and you'll find a pistol in a crate, and another 
    insect lying in wait. Kill the buy, get the gun, and step back down 
    into the main sewer tunnel. Turn the corner, but don't go too far. 
    There is a docker just ahead, and in between you and him is a ceiling 
    ready to collapse. Walk toward the monster, but jump back when you hear 
    the rumbling. Some of the falling rubble will hit the monster, making 
    him all the more easily to kill. Take the left path and pick up the 
    small healing ball you find at this dead end. Spin completely around 
    and head down the tunnel, following the small stream of water. 
    
    Run down the tunnel and you'll come to a large wooden fence to your 
    right. It looks like a rickety stable. Approach it to draw out the two 
    dockers hiding behind it. When you fight these guys, the best strategy 
    is to keep moving. Standing still for too long just allows them to 
    "gang up" on you. Kill them both and travel through the doorway they 
    broke earlier. Now, destroy the small wooden fence on the right wall 
    and enter this narrow green hallway. 
    
    This short hallway is the most dangerous of all in this stage to travel 
    through. It contains 5 sets of falling rubble, so just use the usual 
    "two step forward, one jump back" method. Travel down this hallway, and 
    turn right at the first iron pillar. Activate the brown switch on the 
    floor, and travel up the stone staircase in the room to your left. 
    These stairs will lead you up to a small loft upstairs. In the middle 
    of this room is a medium-sized wooden structure. Hidden inside of this 
    structure is a docker. First, break the crate in the corner of the loft 
    just ahead of you. You'll find both a multi-gun and a flash. Now, 
    approach the structure and kill the docker that jumps out. Pick up the 
    stick of dynamite just left of where the wooden structure once stood. 
    Now, exit this room the using the same doorway and stairs you used to 
    enter. 
    
    Walk into the large green room, the one filled with vertical iron 
    pillars. Run along the right wall to easily find the right-most exit. 
    Walk through this hallway and you will re-enter the main sewer tunnel. 
    Turn right, and approach the crates. Kill the docker that bursts 
    through them. Just past him is an explosive barrel, so shoot it. It 
    won't open up any new pathway, but it will allow you to safely destroy 
    the crate next to it. Take the gun, turn around, and take the path to 
    the right. Walk down the green stairs and into the murky water ahead. 
    You'll run into a couple of sets of falling debris. At the end, turn 
    left and you'll back on dry land. Walk up to the stairs and onto the 
    large green open area. Not far to your left is an insect. Walk down the 
    stairs to the left, to find and kill yet another insect. Carefully 
    continue down this path, but stop just where the left wall comes to an 
    end. 
    
    You now see before you many wooden docks, floating on a sea of dark, 
    murky water. This water is deadly, so be careful as you maneuver around 
    on the wooden planks. Kill the sea monster with a single bullet. 
    Staying on the green ground, follow the left wall into a small room. 
    Kill the docker inside, and flip the floor switch. Now, turn around and 
    exit the room. Take the green path, stopping at the last wooden pathway 
    on your left. Take that pathway as far forward, then as far left, and 
    then as far right as it will go. Turn right about 45 degrees and fire a 
    shot off at the Thames' monster. 
    
    Follow the wooden plank pathway right, and break the small wooden fence 
    you come to. Inside this small room you'll find a heart (extra life) 
    and a large healing ball. Turn around, exit this room and follow the 
    pathway right. Face the small, filthy waterfall and leap onto it. Turn 
    left and you'll have to kill first an insect, and then a docker. Turn 
    around and walk through the pathway you open with the last switch.
    
    Halfway up the staircase you'll run into an insect and some falling 
    piping. Continue down the path, across the narrow rope bridge, and kill 
    the insect you find there. Continue forward, around the corner, and 
    through the small brass gates.
    
                       ________________________________
                      |                                |
                      | Suddenly you hear a crash and  |
                      | the screams of innocent        |
                      | citizens up ahead. Your quarry |
                      | forgotten, you advance to find |
                      | out what new horror has been   |
                      | unleashed...                   |
                      |________________________________|
    
    That's it, you've just finished stage three with
    
    Monsters: 100%
       Items: 095%
        Time: 6:35
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Stage 4
    |-----------------------------------|
    |------------Sewer Snake------------|
    |-----------------------------------|
    
    This is your first mini-boss fight. This fight takes place in a very 
    small area. In the middle is a well containing the monster, and 
    surrounding that well are 5 wooden pillars. For now, the monster has 
    only one attack, fire breathing. Every so often all of the monster's 
    heads will expel a stream of fire at each of the large pillars. 
    However, the area in between each pillar is perfectly safe. So the best 
    attack plan is; hit a pillar, jump to the "safe zone", and strike the 
    pillar again. The second hit will knock it down upon the sewer snake. A 
    forward slash is your best attack for knocking them down. Destroy all 5 
    pillars, and the attack is half over.
    
    Now the sea snake will try a new approach at destroying you. Instead of 
    shooting fire, he will just swoop down and bite at you. When you see 
    him prepare to attack, jump to one side and then quickly attack his 
    head with either a forward slash or a jumping slash. About five good 
    hits should finish him off. You'll know he's dead when he lets out a 
    loud shriek and falls to one side.
    
    If you run into trouble, there is a small healing ball along the outer 
    wall. That's it, you've just defeated the sewer snake and finished 
    Stage 4. (Like in all mini-boss fights, you won't be shown any 
    percentages or completion time for this stage.)
    
                       ________________________________
                      |                                |
                      | A single gun shot rings out.   |
                      | You rush toward the sound and  |
                      | discover a man dying in the    |
                      | gutter. 'Crowley he did this,  |
                      | he betrayed us. You must stop  |
                      | him. The Sea Wolf Pub. Abraham |
                      | Greystone knows all.'          |
                      |     Find the Sea Wolf Pub!     |
                      |________________________________|
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Stage 5
    |-----------------------------------|
    |------------India Docks------------|
    |-----------------------------------|
    
    Enemies: dockers, zombies, harpies, Thames' monsters
    
    As soon as you start, turn right and pick up the large healing ball. 
    Now, turn back and break the crate to the upper right. It contains a 
    single pistol. Kill the zombie just around the corner. To your right is 
    a large metal gate, and to the right of that is a pile of crates. 
    Approach it, and break the crate in between the two tall stacks. Take 
    the gun and turn around. Go left down the stone path and slice through 
    the two zombies lumbering toward you. Now, hop up onto the wooden 
    walkway that hugs around the brick building. 
    
    At the end of this pathway are three small crates. Hop up onto the 
    lowest crate, then onto the upper crate. Now, hold forward and press 
    C.Left to leap over the wooden fence. Turn left and enter the doorway. 
    Around the second corner you come to is a zombie. You will come to a 
    small room, and on the far side of this room is a pile of crates 
    stacked 2x6. Approach it to reveal a docker, as well as s small pit 
    showcasing his gruesome work. Kill him, and pick up the two torches to 
    the left.
    
    Step into the small, bloody pit to get an extra life. Hit the switch to 
    the left and go over to the doorway you just opened, but don't go 
    through it yet. Turn to the right and shoot the sea monster. You may 
    have to get closer to the doorway to get a clear shot. When he is dead, 
    walk through the doorway and stay to the right. Now, turn and shoot the 
    Thames' monster to the left of the doorway. Walk up to where that 
    monster once sat. There is a breakable crate to your left. Pick up the 
    pistol inside and turn left. Walk forward, down the stone path and 
    stopping when you're standing in the light of the street lamp.
    
    Ahead and to the left a docker will drop down from above. Kill him, and 
    break the crate to the right. Inside is a stick of dynamite. Now, jump 
    a couple to the left. A Thames' monster should now be in view. As 
    usual, kill him with a shot from your pistol. Continue up the path and 
    you'll come to set of stone stairs. At the top you can see a pile of 
    exploding barrels.
    
    When you step onto the first step, you'll see a quick little cut-scene 
    involving a docker pounding the ground. When it ends, jump to the right 
    so as to elude the now mobile barrels. They will roll past you, safely 
    exploding somewhere behind you. But now, a docker awaits you at the top 
    of the steps. Kill him and continue up the path. Use your weapon to 
    open the wooden double doors you find at the path's end. Take a few 
    steps forward, then jump back to avoid falling rocks and planks of 
    wood. Run down and kill the docker at the foot of the stairs.
    
    Although this room is large, it doesn't contain anything of interest. 
    So just exit through the doorway up ahead and to the left. Slowly 
    approach this doorway, and jump back when you hear rumbling. The wooden 
    structure surrounding the doorway, as well as rocks from high above, 
    will come tumbling down. Continue through the doorway, and then quickly 
    turn left to kill the harpie. Turn back around and destroy the crate to 
    the left of the doorway you came in through.
    
    Now, turn and walk down the wooden stairs and right up onto the purple 
    stone stairs in front of you. Turn left and destroy the approaching 
    harpie. Pick up the small healing ball on the right wall of this path, 
    a little ways past the metal gate. Just a few steps ahead the path 
    splits up. One way veers left, while the other continues forward and 
    past a small brick wall. You need to take the path that continues past 
    the small brick wall. A harpie will appear when you step underneath the 
    street lamp. Kill her, turn left, and walk onto the small dirt covered 
    area.
    
    Stop when you come to the small campfire. From here you should be able 
    to see two pathways, one to the left and another ahead and on the 
    right. Go up the stairs ahead and to the right and turn left. Walk 
    forward, and kill the docker you find at the first left turn off the 
    path. Now turn around and head back down the path the way you came. 
    Jump onto the first crate you find on your left.
    
    Still standing on the first crate, take a few steps forward and jump 
    onto the next small white crate. Now, turn left and jump onto the next 
    crate. Be careful up here, there is water below you. Up here you can 
    see you are standing next to a large pirate ship. To you right is a 
    wooden plank leading onto the ship. Attempting to jump onto it is too 
    risky, so instead just jump directly onto the ship. To your left are 
    one docker, and two zombies. If you have a freeze spell in your 
    inventory, now is a really good time to use it.
    
    Now matter how you do it, kill them all and turn right. Take a few 
    steps forward and kill the docker that bursts out of the floor. Go down 
    the stairs that the docker just occupied. At the bottom and just to the 
    left are three items. A stick of dynamite, a small healing ball, and a 
    large healing ball are just sitting there for the taking. So take them, 
    turn around, and head back up the stairs.
    (Just on a side note, before you leave this room, take a minute to look 
    around. This is one of the funniest rooms to look at in this game. It's 
    also one of my personal favorites.)
    
    Run over to the opposite side of the ship and up the stairs to the 
    right. To your left is a thick wooden pole. Revolving around that pole 
    is a small metal hook. You get hurt if it touches you, so star as far 
    right as possible when you walk around it. Walk as far forward as 
    possible, right to the far edge of the thin wooden plank. Turn left, 
    and far below you'll see an area to land. Carefully, jump down there. 
    Retrieve the weapon upgrade and destroy the wooden crate to pick up an 
    extra life. Turn around and walk up the small set of dirt stairs. When 
    you reach the top, break the boxes directly to your left to create an 
    exit. Walk through that exit, turn left, and head down the brick path. 
    
    Stop at the second right turn; a small lamp marks it. Kill the docker 
    that is there waiting for you, and then take the right turn. Kill the 
    harpie that is just up ahead. Continue forward, stopping before you 
    reach the stone wall. Turn right and kill the Thames' monster. Once he 
    is dead, continue down this path and kill the docker. In between the 
    small stale and the right wall is a multi gun. Pick it up and continue 
    down the path, which will lead you in between a wooden wall and a 
    rusted metal structure. Stop when you are standing in the light of a 
    street lamp.
    
    Turn to the right and shoot the Thames' monster. Turn the corner right 
    and kill the docker just ahead. Walk along the water's edge and through 
    the tunnel just ahead. You now see three large hammers swinging over a 
    pit of water. You'll going to have to jump it. Before you do anything, 
    break the crate to the right and take the proximity mine. Now take a 
    few steps back, you'll gonna need a running start. The best time to 
    jump is when one hammer is all the way to the left, and the other two 
    are all the way on the right. When you've landed safely, break the 
    crate to the left and pick up the small healing ball. 
    
    Now, turn around and run up the three small wooden steps. Then, turn 
    right and run to the switch on the back wall. Activate it to open a 
    large metal gate. Turn around, go back down the wooden steps, and go 
    right into the red brick tunnel. Take a few jumps back to avoid falling 
    debris, and then continue forward. Kill the docker and take the doorway 
    to the right. Once inside this room, a docker will appear to your left. 
    Kill him and follow the path right.
    
    Break open the door to your left and kill the quickly approaching 
    docker. Run to the wall straight ahead and pick up a large healing 
    ball.
    
    To your right is the framework of a large ship. You need to walk 
    through it to enter the next room. Two things are going to make this 
    difficult.
    First, a few steps into it is a pair of sharpened, swinging logs.
    Second, there is a docker jump up ahead. 
    
    The best strategy is to wait for the logs to swing off screen, and then 
    run past them as fast as possible. When you fight the docker, be sure 
    not to left him push you too far back. Kill him, and go through the 
    pathway on your right. Walk up to the doors of the building.
    
    
                      
                       ________________________________
                      |                                |
                      | You find Greystone slumped in  |
                      | a corner clinging to a bottle. |
                      | 'Crowley created this plaque.  |
                      | He told us he wanted to make a |
                      | superman. He's using some kind |
                      | of potion. He got the recipe   |
                      | from the grave of Sameul Pepys |
                      | in Highgate Cemetary.'         |
                      |       Find Pepys tomb!         |
                      |________________________________|
    
    
    That's it, you've just finished stage five with
    
    Monsters: 100%
       Items: 096%
        Time: 11:45
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Stage 6.
    |-----------------------------------|
    |---------Highgate Cemetery---------|
    |-----------------------------------|
    
    Enemies: werewolves, harpies, zombies
    
    From the very beginning to the very end of this stage, an icy stone 
    path will always lead you to the end. 
    
    First, turn left and approach the small wall. Pick up the large healing 
    ball and then go up the stone path. Stop when you come to a torch, 
    because a werewolf is about to leap over the wall to your right. Kill 
    him and continue forward. You will now enter a narrow corridor, with 
    walls made of a series of tomb doors. The 6th door you come to contains 
    a werewolf, which will jump out when you get close. Kill him and then 
    continue down the path, killing the werewolf that appears when you 
    round the first corner. Continue down the path, but stop before taking 
    the next left turn. Slowly approach the stone door, and kill the 
    werewolf that comes flying out.
    
    Enter the doorway, and you'll step into a small tomb. Use your weapon 
    to open the brown casket to your left, and quickly kill the zombie. 
    Now, turn and walk up to the right wall. Open the middle casket, and 
    again quickly kill the zombie. Next, open the casket to your left. It 
    contains a multi-gun, but it also operates as a switch to open the 
    casket on the far right and release the hidden werewolf. So, quickly 
    pick up the multi-gun, turn right, and kill the creature. When he's 
    dead, pick up the flash from the open casket he jumped out from. Exit 
    this tomb and turn right.
    
    Not too far ahead is a metal gate you can use your weapon to open. Kill 
    the zombie standing right behind it. Head up the stairs and kill the 
    werewolf at the top. Turn to the right and pop open that gate. Head 
    down the icy stone path ahead. When you pass the fourth grave on your 
    right, a werewolf will leap right in front of you. Kill it, and 
    continue down the path. When you reach the first tree on your left, a 
    small cut-scene will play involving Adam Crowley trying to kill you 
    with a stick of dynamite. The blast will knock you down, but it won't 
    actually take anything away from your life bar. So, just get up and 
    continue onward.
    
    Up ahead a little ways, and where the path turns left, a harpie will 
    swoop down and attack. These harpies get pretty annoying throughout 
    this particular stage of the game; so if you have plenty of pistols, 
    these would be the enemies to use them on. Anyway, kill her and 
    continue down the icy stone pathway. Take the first left you come to. 
    Just up ahead, another harpie will swoop down and attack. This time, 
    flying in from the upper-right. Pick up the large healing ball from off 
    of the small stone block, and then break open the metal gate to the 
    left.
    
    Slowly walk down the steps, but hop back when the debris starts to 
    fall. When it's all done, continue down and kill the werewolf and 
    zombie. In this room there are three large black coffins. First, use 
    the weapon to open the middle one and pick up the torch. Now, open the 
    casket to your left and a ghost will float up and away. It doesn't 
    really do anything for you, but come on; all he wants is a little 
    freedom. Finally, pick up the extra life sitting on top of the small 
    brown coffin to the left. Exit this small room and open the metal gate 
    just forward and to your left.
    
    Head up the path and kill the two zombies standing next to the open 
    tomb door. Stay on the leftmost path. A little further up is a harpie. 
    Kill her, and from here the path will take a sharp right, a sharp left, 
    and lead up a small set of stairs. Before you go up them though, 
    approach the flat stone tablet lying on the ground to the right of the 
    stairs. Kill the zombie that climbs out and then go up the stairs. Kill 
    the harpie at the to and continue. This hallway will lead into a large 
    stone cathedral. Be careful when you first enter, as debris will fall 
    as you near the main room. When you do reach the main room, kill the 
    werewolf to the right.
    
    Go over to the left wall and break the first stained glass window you 
    come to. Pick up the extra life on the windowsill. Approach the next 
    window and kill the werewolf that leaps out. Now turn right and slice 
    up the zombie. Walk up to the two windows on the opposite wall. Kill 
    the two wolves that burst through them and take the small healing ball 
    from the left window. Turn right, and walk into the small room straight 
    ahead. Kill the zombie inside and knock open the double doors to your 
    left. Kill the zombie lumbering toward you, and the werewolf not far 
    behind it. Shoot the barrel up ahead to destroy the large mound of 
    loose dirt. Now, go down the staircase you just cleared.
    
    Head forward through this underground hallway, killing the harpie, 
    zombie, and werewolf you find as you go. You will then come to a small 
    room. Open the first vertical casket to your right and pick up the 
    flash. Then, open the vertical casket in the left corner and pick up 
    the torch. Now head up the stairs to your right. Kill the harpie and 
    werewolf at the top. Turn the corner left and kill the wolf that drops 
    down right in front of you. Approach the wooden door of the large white 
    tomb and use your weapon to open it. Walk right in.
    
                       ________________________________
                      |                                |
                      | Pepys tomb has been plundered. |
                      | There is a message scrawled on |
                      | the back wall of the tomb.     |
                      | 'Ignorants, your efforts are   |
                      | in vain. Hampstead Heath is    |
                      | next! The red ink is still wet!|
                      | Get to Hampstead Heath to stop |
                      | Crowley's plan!                |
                      |________________________________|
    
    
    That's it, you've completed stage 6 with:
    Monsters: 097%
       Items: 076%
        Time: 6:55
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Stage 7.
    |-----------------------------------|
    |----------Hampstead Heath----------|
    |-----------------------------------|
    
    Enemies: Pepys' monsters, spiders, Thames' monsters
    
    First, kill the Pepys' monster up ahead and to the left. Next, run to 
    the back corner and bash the window. Pick up the large healing ball. 
    Then, turn around and follow the white stone path. At the path's end, 
    break open the gate to your left. It sits between two stone pillars 
    topped wit black gargoyles (the non-living kind). As soon as you step 
    through the gate, you'll have to kill the Pepys' monster (from now on 
    called a p-monster) directly to your right. Continue up the path, which 
    has changed from white stone to just plain dirt ground.
    
    Just a few steps further ahead you'll have to kill another p-monster. 
    Continue, and kill yet another one a few more steps ahead. There is a 
    street lamp sitting just about where you first caught glimpse of that 
    last p-monster. The light from that lamp reaches all the way to a 
    couple of windows on the left building. Break the far window and pick p 
    the small healing ball. Follow the white brick wall to your left until 
    you reach the bottom of a small set of stairs. Now, turn right and go 
    down the dark brick path.
    
    Stop at the small hole in the brick wall to your left. Fire off a 
    single pistol shot to kill the Thames' monster, then quickly turn right 
    and kill the approaching spider. Now, turn left again and walk through 
    the small hole. Avoiding the water, walk the right path. You'll find a 
    flash not too far ahead. Take it, walk back through the small hole, and 
    turn left down the path. Take the stairs to the right. About halfway 
    up, jump to the right to avoid the rolling barrels. Then, continue up 
    the stairs and kill the spider. When you reach the top, continue 
    forward, killing the p-monster and yet another spider. 
    
    To your right is a small green room from which the spider jumped out. 
    Enter it, and pick up the torch you find inside. Exit this room and 
    continue down the path, turning left at the bent lamppost. Head 
    straight forward, killing the spider along the way, all the way up to 
    the red brick wall. But, before you get there, turn right at the last 
    sidewalk leading to a door. Walk up to the door and turn left. Break 
    the white fence and hop down into the small yard. Now, walk up to and 
    break the small wooden wall. Now you see another wooden wall, but an 
    attacking spider will break this one. Kill him, and take the left 
    doorway.
    
    Break the wooden wall and enter this small back room. Pick up the gun, 
    dynamite stick, and large healing ball. Turn around and exit these 
    green rooms the same way you came in. Hop back up onto street level, 
    and turn left and out of the narrow sidewalk. Turn right at the first 
    lamppost and open the wooden gate. Kill the nearby p-monster and then 
    run to the left wall. Follow the wall forward and kill the p-monster 
    along the way. Just a few steps past him, and on the left wall, is a 
    pistol. Take it, and continue forward. When you reach the short wall 
    overlooking the water, turn right and go down the steps. Kill the  
    p-monster down at the bottom and take the wooden bridge.
    
    When you reach the middle, a Thames' monster will break through the 
    bridge from the water below. Shoot it as soon as you can and jump over 
    the newly created hole. Go down the stairs ahead and kill the spider at 
    the bottom. Take the staircase to your right. When you reach the top, 
    enter through the open gates to your right. Kill the p-monster standing 
    next to you. Turn left and follow the path around the corner. Kill the 
    spider and break the windows to your right. Pick up the bezerker and 
    small healing ball, then continue. Climb into the green cave using the 
    entrance near the right wall. Kill the spider waiting at the top, and 
    the one right behind it. Go right and jump up the large steps. Break 
    open the large wooden barricade at the top and head down this short 
    hallway. Pick up the large healing ball and torch to your right. Hop 
    down the three gray stone blocks and kill the p-monster just ahead.
    
    Turn left down the white stone path and take the first right. Now 
    you'll back on the dark brick path. Turn to the left and walk forward. 
    Stop and kill the Thames' monster as soon as you see it up ahead. Keep 
    going forward, but stay to the right so as to avoid the rolling 
    barrels. Kill the p-monster and continue. When you reach the end, turn 
    to the left and kill the spider. Pick up the flash, turn around, and go 
    back down the brick path. Turn left onto the first dock. Keep an eye 
    out of a Thames' monster to appear on your right. On the crates ahead, 
    pick up a pistol, berzerker, and flash.  When you walk over to pick up 
    the flash, another monster should come into view. Kill him and jump 
    over to the dock on your right.
    
    As soon as you land, shoot the monster straight ahead of you. To your 
    left are two crates. Walk over and pick up the heart, multi-gun, and 
    large healing ball. Jump back to the first dock, and walk back onto the 
    stone walkway. Go left and shoot the Thames' monster as soon as you see 
    it. Climb onto the dock, and again quickly shoot the Thames' monster. 
    Jump onto the small piece of dock ahead and pick up the extra life. 
    Turn around, and jump back onto the long dock. Go straight up the 
    stairs ahead.
    
    Up here, you will have to fight two huge spiders. These spiders are 
    bigger than normal, but actually very less skilled. Just kill them 
    using a constant series of "triple strikes". When they're both dead, 
    walk through the now open gate to your left.
    
    
                       ________________________________
                      |                                |
                      | The ever wily Crowley escapes  |
                      | again! You spot him climbing   |
                      | into a boat with another man   |
                      | and making for the Queenhite   |
                      | Docks. Quickly you find a boat |
                      | and follow him to the docks.   |
                      |________________________________|
    
    
    That's it, you've just finished stage 7 with:
    Monsters: 093%
       Items: 071%
        Time: 9:17
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Stage 8.
    |-----------------------------------|
    |----------Queenhite Docks----------|
    |-----------------------------------|
    
    Enemies: Dockers, Thames' monsters, insects
    
    First, take a couple of steps forward to make the docker drop down. 
    Kill him, take a couple steps back, and face the two crates on your 
    left. Jump up onto them. Take a flying leap forward to land on a small 
    wooden path. Walk to the end of this short path and turn right. Pick up 
    the extra life and the large healing ball. Turn around and jump back 
    onto the main stone path. You can't jump onto the boxes; you have to 
    jump to the small area to the right of their crates. Turn to the left 
    and head forward.
    
    There is a hook swinging about midway of the bridge, so run past when 
    it swings to one side. Go left at the "T" intersection and kill the 
    insect just around the corner. Not too far ahead is yet another 
    swinging hook. Approach the stone archway just ahead, but jump back 
    when you hear the rumbling. Kill the docker that charges at you. (If 
    you're lucky, some of the debris will injure him.)
    
    Continue forward down the dock, avoiding yet another swinging hook. 
    Just a ways past that are a couple of crates sitting on the docks. 
    Approach them, and up pops a Thames' monster. Shoot him with your 
    pistol and jump over the gap he created. Continue further, and you'll 
    come to a large wall of stacked crates. Approach it and kill the insect 
    that bursts through.
    
    On the dock ahead are four swinging hooks. Run across when one hook is 
    all the way up and to the right, and the other three are all the way up 
    and to the left. If it doesn't look like you're going to make it across 
    fast enough, jump forward to get an extra burst of speed.
    
    When you land, turn left and walk up to the large wall of crates. Jump 
    back when the docker bursts through. Just to the right of this docker 
    is a Thames' monster, so you must keep your distance. Instead of 
    running to the docker, lure him back onto the dock and fight him there. 
    Try to knock him into the water for an easy kill. Next, stand back and 
    shoot the Thames' monster. Pick up the flash and continue forward on 
    the white stone path. Just down this path are crates containing a 
    pistol and a torch.
    
    Continue until you come to a dead-end. The path stops due to a wall of 
    boxes. Walk right up to them, and approach the small stone rail 
    overlooking the water. Pick up the gun you see floating there. Now, go 
    through the archway to your right and continue forward. Kill the docker 
    you run into.
    
    At this path's end is a weapon upgrade, as well as crates containing a 
    bezerker and a small healing ball. Pick those up, turn around, and walk 
    the white stone path. Jump over the first crates on your right. Now, 
    jump up onto the set of crates in front of you and break the top crate. 
    Pick up the gun you just found, and jump down.
    
    Step onto the narrow plank connecting the two stone docks. Shoot the 
    Thames' monster as soon as it comes into view, as well as the one to 
    your left. Then, follow this plank onto the next stone dock. Kill the 
    docker just to your left. Now, turn around and take the narrow plank 
    ahead. It leads straight onto another stone dock. Turn to the left and 
    shoot the Thames' monster. Take a few steps forward if you can't yet 
    see it. 
    
    Now, face the path to the right, but don't enter it. Just get close 
    enough to catch view of the Thames' monster. Then, shoot it and 
    continue down the main white stone path. Kill the docker at the "T" 
    intersection. Now turn around and back track. Do you remember the path 
    earlier on the right I told you not to take yet? Take that path now and 
    walk the long narrow plank onto the next stone dock. Go left, and kill 
    the docker and insect ahead.
    
    Keep going, and shoot the Thames' monster up ahead and on the right. 
    Take the narrow plank right next to where it use to float. When you 
    step onto the stone ground again, a docker will appear to your right. 
    Kill him and go left. Break the small rickety wooden fence on the right 
    wall and enter. Shoot the Thames' monster on the far side of the dock 
    to your left. Walk over to the three crates and pick up the extra life, 
    as well as both the small and large healing balls.
    
    Walk onto the dock on your left. When the first two hooks are all the 
    way on one side, run past them and all the way to the edge of the gap 
    in the dock. Now, wait for the next four hooks to be all the way to one 
    side and then jump over. Pick up the torch, gun, and extra life on the 
    back wall. Turn around, and go back across the wooden dock using 
    basically the same technique as before. When you step off the end of 
    the dock, turn right wan exit this room.
    
    When you're back outside, go left and onto the first dock you come to 
    on your left. Walk up to and hit both of the small barrels. They will 
    both roll up to and kill the Thames' monster. (You will then see Adam 
    Crowley run away, down the dock.) 
    
    Continue down the dock, and you'll come to another set of swinging 
    hooks. Run past them when four are to one side and two are to the other 
    side. When you step off the dock onto the white stone, kill the insect 
    to your left. Go right and kill the docker standing next to the stone 
    archway. Then, go through the archway and jump over the water. Kill the 
    docker on the other side and pick up the torch on the crate. Approach 
    the large, half boarded up window and kill the insect.
    
    Pick up the healing ball from the large wooden hole, and walk down the 
    wooden dock on your right. Turn at the first left, killing the Thames' 
    monster next to it. Kill the docker and the Thames' monster just past 
    him. Take the dock left, and then walk over to the wooden overpass. 
    Kill the docker, but watch out for falling debris.
    
    Continue down the white stone path, killing the docker and shooting the 
    Thames' monster to your right. Go straight down that dock to your right 
    and onto the small boat floating just ahead.
    
    
                       ________________________________
                      |                                |
                      | Crowley has struck again!      |
                      | You find a dead body on        |
                      | Crowley's abandoned boat.      |
                      | Burned papers on board         |
                      | indicate that an Adam Crowley  |
                      | has substantial real estate    |
                      | holdings recorded at a local   |
                      | bank. Your next destination:   |
                      | The Bank of England to search  |
                      | for clues!                     |
                      |________________________________|
    
    
    That's it, you've just completed stage 8 with:
    Monsters: 100%
       Items: 088%
        Time: 10:45
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Stage 9.
    |-----------------------------------|
    |---------------City----------------|
    |-----------------------------------|
    
    Enemies: Spiders, zombies, faceless men
    
    First, approach the window on the corner of the building just ahead and 
    to the left. Kill the spider that leaps out. Now, walk up the short set 
    of stairs to your right and break the window on the back wall. Pick up 
    the large healing ball, turn around, and wall down the stairs and up to 
    the metal gate. Open it using your weapon and walk through it. Kill the 
    spider that leaps down from the stone pillar. Turn right, and go 
    through the opening between the two short pillars just to the right of 
    the flaming barrel. Kill the two spiders inside and walk into the green 
    cave on your right.
    
    Continue through this cave, stopping when you come to the two spiders. 
    Kill them and hit the switch. That switch just opened up a gate 
    somewhere else in this stage. Continue through the cave, which will 
    narrow a little and lead to a couple more spiders. Kill them, and walk 
    along the outer wall of this room. Pick up all the items you see; which 
    include: an extra life, a proximity mine, a bottle of repelling smoke, 
    and a small healing ball. This is the last room of this cave, so turn 
    around and exit this green cavern the same way you came in.
    
    When you're out of the cave, turn and break the small white fence to 
    your right. Go down the stairs and follow the brown path. When you come 
    to the second turn, you have to watch out for a couple of rolling 
    barrels. The first barrel will take up the right half of the path, and 
    the second one will take up the left half. Just use C.Up and C.Right to 
    avoid them. Go up the stairs ahead and kill the spider at the top. 
    Continue further and you'll run into another spider. Kill him, and 
    shoot the barrels just ahead to make yourself an opening in the stone 
    wall.
    
    As you enter this opening, you'll have to kill two zombies and a 
    faceless man. Run along the white sidewalk to your right and kill the 
    zombie that leaps out of the store window. Pick up the small healing 
    ball from the window he once occupied. Follow the white sidewalk up to 
    the long fence and break it. Go into the dark corner to your left and 
    jump over the small metal gate. Pick up the weapon upgrade, turn 
    around, and hop back over the gate. Enter the damp green cave to your 
    left. Go through the cavern, killing the spider along the way. When you 
    exit the cave, break the small rickety fence and quickly kill the 
    nearby spider.
    
    Turn to the left and walk down the main road, which is the dark brown 
    path. Just up ahead you'll run into zombie and a faceless man. Kill 
    them and take the road left, under the stone archways. Kill the spider 
    and run along the sidewalk to your right. I'm referring to the light 
    gray path that hugs the "wall" of buildings. Turn at the first right 
    and kill the spider, but be careful of falling rocks. Continue forward 
    and kill the werewolf feeding on the dead horse. Approach the dark 
    window to the right of the carriage and kill the werewolf that leaps 
    out. Pick up the gun from the window he jumped out from.
    
    Continue forward, killing the faceless man, and enter the hole in the 
    stone wall on the right. In this small section of town, there are large 
    store windows along the right wall. The first contains a large healing 
    ball. Kill the two spiders and pick up the small healing ball and 
    repelling smoke from the second window. Break the third window and pick 
    up the torch. Hit the white switch, and it'll open up a large metal 
    gate. Now, turn around and exit this small area through the hole in the 
    wall.
    
    Turn to the right, and run forward until you reach the "wall" of 
    buildings. Take the sidewalk left, and kill the faceless man that runs 
    up to you and the spider that leaps from on the of the store windows. 
    Continue down the white sidewalk, it will be a long walk. Stop at and 
    enter the opening to the dripping green cave. Head through the cave and 
    turn left. Take a few steps, and two zombies and a faceless man will 
    jump out of the large windows. Kill them, and pick up the extra life 
    from the third window. Go through the now open pathway in the white 
    brick wall. Kill the spider just around the corner and go up the 
    stairs. Use your weapon to open the large metal gate.
    
    
                       ________________________________
                      |                                |
                      | There is blood everywhere.     |
                      | Crowley obviously got here     |
                      | first and made his withdrawl.  |
                      | Follow the trail of blood!     |
                      |________________________________|
    
    
    That's it, you've just completed Stage 9 with:
    Monsters: 100%
       Items: 088%
        Time: 10:35
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Stage 10.
    |-----------------------------------|
    |------------Smithfield-------------|
    |-----------------------------------|
    
    Enemies: werewolves, faceless men, gargoyles
    
    Before you start, remember NOT to use any sticks of dynamite. You will 
    need them for the next stage, the mini-boss fight.
    
    First, turn to your right and pick up the large healing ball. Then, 
    follow the blood trail over the short stone bridge. Go right, killing 
    the faceless man and two gargoyles along the way. When you reach the 
    end, turn left and break the corner window, Pick up the berzerker, and 
    continue. When you come to the first bloodstain, turn and kill the 
    faceless man to your left, and then continue down the main path. Kill 
    the werewolf that leaps from the window on your right. Keep going, but 
    stop when you come to an abandoned carriage.
    
    Shoot the barrel to your left and enter the hole in the wall. Down 
    there you will find a multi-gun and a large healing ball. Turn around 
    and exit this small area, running past the carriage and lamppost. Be 
    careful of the first window you come to on your right, it conceals a 
    werewolf. Break the window to the left of the large door and pick up 
    the dynamite. Continue further, and break open the large metal gate you 
    come to on your right. Be careful of falling ice.
    
    Kill the werewolf that lurks inside, as well as the faceless man that 
    bursts in through the wooden shed. Break the window on the back wall of 
    that shed and pick up the torch, gun, and freeze spell from inside. 
    Leave the shed and run over to the opposite wall. Pick up the proximity 
    mine on the stone blocks to your right. Exit this small area and turn 
    right.
    
    As you come to a large wooden door, a gargoyle and faceless man will 
    ambush you. Continue forward, and walk into the stone area on the left 
    and around the corner. Break open the second window you come to and 
    pick up the gun. Walk down from the stone path and go further down the 
    road. You'll soon come to a dead end. Break open the wooden gate and go 
    down the stairs. 
    
    You now find yourself in a small room of a slaughterhouse, surrounded 
    by bloody carcasses and a couple of werewolves. Kill them both and pick 
    up the large healing ball sitting on the crates in the corner. Now, 
    break open the small wooden gate and exit this room. Turn left and hit 
    the cart holding the flaming barrel. The explosion will blow a hole in 
    the large wall that is blocking the path, so now go right through it.
    
    Turn left into the large area that is filled with all the crates. Run 
    fast so as to avoid the falling ice. When you enter, a werewolf will 
    drop down and attack. Kill it, and pick up the freeze spell. Enter the 
    third stable from the left, kill the werewolf that jumps out, and pick 
    up the small healing ball. Now, turn around and kill the approaching 
    faceless man.
    
    Continue left and exit this covered area, again being careful of 
    falling ice. Go left, where you will fight a gargoyle, werewolf, and a 
    faceless man. Continue forward, and down the small set of icy steps. At 
    the bottom, turn left and go between the two buildings. Be cautious of 
    large snowballs falling on you. Turn the corner, kill the gargoyle, and 
    walk up the steps. Continue onward, killing the faceless man you run 
    into near a long bloodstain.
    
    At the end of this path you'll enter a building. Kill the faceless man 
    that breaks through the window on your right. Break the windows on the 
    wall to your left and pick up the small healing ball and pistol. Now, 
    break the middle window on the right wall and pick up the proximity 
    mine. As always, be careful of the falling ice as you exit this room.
    
    Turn right and follow the blood trail. Kill the werewolf that is 
    waiting around the first corner. Continue following the blood trail, 
    which leads to a frozen over water fountain. Kill the two gargoyles 
    that leap out. Go up the ice stairs just past the fountain and kill the 
    gargoyle and faceless man waiting at the top. Take the path right and 
    kill the faceless man that appears at about the first street lamp. Use 
    your weapon to open large metal gate to your left and between the two 
    street lamps. Walk into it.
    
                       ________________________________
                      |                                |
                      | The trail disappears into an   |
                      | abandoned church. You hear the |
                      | sound of something large       |
                      | moving around inside!          |
                      |________________________________|
    
    
    That's it, you've just completed Stage 10 with:
    Monsters: 100%
       Items: 100%
        Time: 9:00
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Stage 11.
    |-----------------------------------|
    |------------The Snowman------------|
    |-----------------------------------|
    
    Yet another mini-boss fight. This time, you're up against a large yeti 
    armed with snowballs. 
    
    On the walls to your right and left, are sticks of dynamite you can 
    pick up. Straight ahead is a large white, monkey looking creature 
    throwing large snowballs at you. Directly to the right and left of the 
    yeti are six explosive barrels; three on each side. You have to blow up 
    all six barrels to kill the monster.
    
    So, approach the monster, but don't get too close. If you get too 
    close, ice will drop down on top of you. This is why I had you save up 
    the sticks of dynamite from the last stage. It is near impossible to 
    safely pick up the dynamite from the wall, but this way you already 
    possess everything you need.
    
    First, get as close to the yeti as is safely possible. Then, just start 
    throwing down TNT as fast as you can. If you get hit, just get back up 
    and keep throwing. If possible, make small jumps to the right of left 
    to avoid his snowballs.
    
    Destroy all six of the barrels, and the monster's dead.
    
    
                       ________________________________
                      |                                |
                      | Your fight with the yeti had   |
                      | one positive result: You see   |
                      | Adam Crowley's footprints in   |
                      | the snow leading into Regents  |
                      | Channel. Find him before       |
                      | any others are sacrificed!     |
                      |________________________________|
    
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Stage 12.
    |-----------------------------------|
    |-----------Regents Canal-----------|
    |-----------------------------------|
    
    Enemies: giant rats, Thames' monsters, dockers
    
    First, turn completely around and walk down the small set of stairs. 
    Turn to your left and shoot the Thames' monster that comes into your 
    view. Also, pick up the large healing ball from the ledge. You are now 
    on a wooden dock. Take the first right turn you come to and approach 
    the very edge. Shoot the Thames' monster, and then turn back around. 
    Continue down the main dock, and turn at the next right. Shoot the 
    monster, and then jump from its edge and over onto the next dock. The 
    fog conceals it, but there is a safe place to land.
    
    Approach the stack of crates to your right, and kill the docker that 
    jumps out from behind them. Then, turn right and destroy the second 
    crate you come to. Pick up the stick of dynamite and continue, staying 
    to the right so as to maneuver past more crates. Just past those crates 
    you'll find two giant rats. Kill them, and shoot the pile of small 
    barrels just ahead and to your left. They are sitting just a few steps 
    past the street lamp, and their explosion will open up a hole in the 
    building.
    
    Go through the hole, and into a small damp cave. Kill the rat inside 
    and get all of the pick-ups. There are a couple of small healing balls 
    on a ledge, as well as an extra life, torch, and pistol behind the 
    small rusted gates that look like windows. Pick them all up, and exit 
    the small cave. Turn left when you get out, and break the crates to 
    reveal a multi-gun. Take it, and go down the path the same way you 
    came, staying to the left to get around the crates.
    
    As you continue further, a rat will jump out when you come to the next 
    building. Kill him, and walk up to the double-doors on your right. Kill 
    the docker that comes flying out. Continue down the path, ignoring the 
    first crate you come to and killing the approaching giant rat. Break 
    the next two crates you come up on and pick up the small healing ball. 
    Kill the giant rat that runs up to you and continue onward. Turn left 
    when you come to a large (but broken) stone bridge and jump right over 
    the gap. Stay to the left for an easy jump over.
    
    A rat will burst out through the wall when you step down, so kill it 
    and the one to your right. Now, go down the stairs on the right and 
    kill the docker at the bottom. If you're lucky, he'll accidentally fall 
    in the water. Now, go back up the stairs and into the hole created 
    earlier by the giant rat. Go down the hall you find inside, and kill 
    the docker in a small room just past and to the left of the bottom of 
    the staircase. Break the crate inside of that room to get a berzerker 
    and a large healing ball.
    
    Turn right when you exit this small room and kill the giant rat. Now, 
    enter the water and follow this stone hallway all the way to the 
    switch. Activate the switch to open a small metal gate back at the 
    beginning of this stage, which is where we're headed next. So now turn 
    around and run all the way back through this long hallway, exiting back 
    at the bottom of the bridge steps.
    
    Don't get on it though; instead take the stone path right. Break open 
    the first crate you come to and pick up the large healing ball. 
    Continue onward, and kill the dockers you'll run into at the four metal 
    pillars. As you continue, don't go down the stairs just yet, but 
    instead stay to the right of the metal fence. When you come to the 
    first corner; kill the approaching giant rat, break open the store 
    window, and kill the docker that bursts through the stone wall to your 
    right. Now, pick up the pistol from the window and enter the docker-
    created hole.
    
    Once inside, turn left and down the stairs. Pick up the multi-gun and 
    small healing ball from the ledge. Now, go left and hop up onto the 
    small stone platform. Pick up the proximity mine and large healing 
    ball, and then hop back down. Go back up the stairs to your right and 
    out into the main street again. Once out there, turn and run left all 
    the way to the end of the metal gate.
    
    Go down the stairs to your right and run straight ahead, all the way to 
    where you originally began this stage. Jump up onto the rusted metal 
    ledge to your right, and step down onto the small stone block. 
    Carefully follow this narrow stone walkway through the gate you opened 
    with the switch earlier. Enter the small cave you come to, and pick up 
    the extra life and flash you find sitting on the two crates. Now, exit 
    this cave the same way you got in and hop back onto the main road. (You 
    haven't been in a fight in a while, so you may be taking damage due to 
    an emptied adrenaline meter. Just use a couple of your healing balls)
    
    Turn right (obviously) and run straight ahead a ways, past the four 
    metal pillars and all the way back to the large stone bridge. Make a 
    flying leap over the big gap, and turn left when you get to the other 
    side. Walk across the small wooden bridge over the stream, and kill the 
    docker that breaks the gate. Continue into the next room and hit the 
    switch, which you will see takes all the water from the canal.  Take 
    just one step into the now open gateway to your left and fire a single 
    shot at the barrels ahead. The resulting explosion will kill the 
    docker.
    
    Now you can go in, and kill the giant rat on your right. Pick up the 
    berzerker, and the pistol from the crate right next to it. Break the 
    crate to your right and take the small healing ball. Also, pick up the 
    flash and dynamite near the entrance. Now, just ahead is a small white 
    staircase that leads to the water. Don't take that way, but instead 
    jump down into the nearly dry canal to the right. 
    
    Follow the small stream of water, which will lead you to a dead-end and 
    a docker. Kill it, and climb up the stairs to your right. Approach the 
    carriage at the top, and kill the docker that bursts out. Pick up the 
    large healing ball, and then kill the giant rat.
    
    Continue further on, following the dark stone path. You'll run into a 
    few rats along the way. When you come to a docker, shoot the barrels to 
    finish him easily. The second docker, however, you'll have to kill the 
    old-fashioned way. You'll run into a couple more rats just before you 
    reach the end.
    
    
                       ________________________________
                      |                                |
                      | You find yourself at the       |
                      | gatest to the zoo. Strange     |
                      | lights flash on and off in the |
                      | museum at the far end of the   |
                      | zoo. Make your way to the      |
                      | museum, perhaps Adam has       |
                      | arranged a welcoming committee!|
                      |________________________________|
    
    
    That's it, you've just completed Stage 12 with:
    Monsters: 100%
       Items: 096%
        Time: 14:25
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Stage 13.
    |-----------------------------------|
    |-------------London Zoo------------|
    |-----------------------------------|
    
    Enemies: Pepys' monsters, giant spiders
    
    First, run over to the wall on your left and pick up the large healing 
    ball. Walk through the gate under the "London Zoo" sign, which will 
    close once you pass it, and approach the small wooden shed. Kill the 
    monster that jumps out, and then go down the stairs. Follow the path a 
    short way, until you see a monster burst through the wall on your 
    right. Kill him, and go into the hole and up the stairs. In the cage at 
    the top is a small rock formation. On the back of it is a proximity 
    mine, so pick it up and then head back down.
    
    There might be a harpy at the bottom, so kill it if it's there. If it 
    is not there, then it will show up very soon. Either way, turn right 
    when you exit the hole. Follow the dirt path down the stairs, where 
    another harpy is waiting. Kill it, and then break open the door to the 
    cage on your right. Enter it and pick up the dynamite and pistol from 
    the stone block. Then, exit this cage and turn right onto the main path 
    again.
    
    When you come to a set of stairs leading up to a bridge; you need to 
    stop, turn around, and look for a large white switch. Also kill the 
    monster in the nearby cage. Activate the switch and then go back to the 
    bridge. Kill the harpy waiting there, and then continue across. Enter 
    into the first doorway you come to on your right, which will lead into 
    a very muddy area. When you first step into the mud, you'll have to 
    kill a huge spider. Then, jump over to where you see the monster pacing 
    back and forth. Kill it, and then go right. Approach the caged spider 
    and kill him when he breaks through. Then, turn right and kill the 
    harpy that you see flying in.
    
    Now, jump over the water and up to the large cage. Break it open and 
    pick up the extra life, pistol, and flash you find inside. Then, turn 
    around and jump back over. When you land, turn to the left and head 
    into the cobweb-covered doorway. As you enter this green hallway you 
    will eventually come to a room with cages, just a little past the first 
    spider you'll run into and kill.
    
    Anyway, in this room your first target should be the caged spider on 
    your right. Kill it, and pick up the healing ball that's floating on 
    the ground. Just as you step back out of the cage, the spider from the 
    other cage has made his way over to you. Kill him, and then walk into 
    the main cage. Flip the switch you find on the back wall, and then turn 
    around and exit the green hall. When you get back outside, don't turn 
    either way. Instead, continue forward and right through the gateway you 
    just opened.
    
    A giant spider will jump down on you as step onto the path, so be ready 
    for it. Then, continue down the path, which will soon lead to another 
    monster. Kill it, and get back to the main path. A harpy will appear 
    when you pass the small fallen tree, so be ready to kill it. At that 
    same location, hop up onto the thin fence on your left. Then, jump over 
    onto the stone pillar and pick up both of the healing balls. Then, 
    carefully jump back onto the main path.
    
    Head over the narrow bridge and kill the monster awaiting you on the 
    other side. Try to knock him into the water nearby for an easy kill. 
    Then, enter the doorway marked by two burning torches. Go down the 
    stairs and into the bright green garden. After you take a few steps in, 
    a monster will burst through the glass ceiling. When the little cinema 
    is over, kill the monster and the harpy. Then, walk up the stairs 
    ahead. As usual, just follow the main path, but be sure to check all 
    the cages you pass by. You want to be sure and kill every last 
    creature. 
    
    The path has not lead into the lobby of a museum. So, your first move 
    is to kill the monster up ahead and to the left. Then, turn right and 
    go kill the monster and spider you see over there. Be careful around 
    the dinosaur skeleton, it can fall on you. Next, turn to the corner on 
    your right and break the display case. Pick up the healing ball, and go 
    up the right staircase. Break the case up there to retrieve a pistol, 
    and then go through the doorway on your right.
    
    
                       ________________________________
                      |                                |
                      | Crowley's trap has failed, but |
                      | he had escape planned. Beyond  |
                      | the courtyard lies the path to |
                      | Adam Crowley's escape route.   |
                      |________________________________|
    
    
    That's it, you've just completed Stage 13 with:
    Monsters: 100%
       Items: 100%
        Time: 9:10
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Stage 14.
    |-----------------------------------|
    |-------------Marylebone------------|
    |-----------------------------------|
    
    Enemies: dockers, gargoyles, faceless men
    
    For starters, turn completely around and jump across the water and onto 
    the left side of the stone platform. Break open the three crates around 
    you and pick up the large healing ball, berzerker, and multi-gun. Then, 
    jump back over the water. After you land, approach the window on your 
    left, just below the small hanging sign. Break it, and pick up the 
    large healing ball and pistol. Turn to the right and kill the docker. 
    Then, kill the faceless man up ahead just a little further. Shoot the 
    on the white wall to make yourself a new pathway, which leads you into 
    a red brick hallway. 
    
    Continue through the hallway, but be cautious of falling debris just 
    when you pass the two windows. Shoot the large collections of barrels 
    when you come to it, and kill the docker waiting just behind them. As 
    you reach the top of the stairs, you'll run into a faceless man. Kill 
    him, and continue making your way through the hall. When you reach the 
    hole that leads back into the main path, a docker will jump out. So 
    kill him, and then turn right when you get back outside.
    
    In not too long, you'll have to fight a pair of faceless men, followed 
    shortly after by another docker. About where you first meet the docker, 
    search the wall on your left for a ledge that holds a small healing 
    ball. Pick it up, and continue down the main path. When you come to a 
    large green door, be ready to kill the docker that bursts through. When 
    you fight him, it's better to draw him out rather then force him 
    forward. 
    
    When he's dead, continue down the now open path and kill the docker and 
    faceless man waiting just around the corner. Continue onward, killing 
    the faceless man you run into at the first turn. When you pass buy a 
    "castle-like" structure on your left, you'll fight both a docker and a 
    gargoyle. It will spring to life from its stone perch when you approach 
    it. As you turn left from the gargoyles former perch, you'll have to 
    kill another gargoyle and a faceless man. Continue down the path, which 
    will soon lead to a short stone bridge and another docker to kill. Just 
    past him will be a faceless man to your right, and a gargoyle to your 
    left. Kill them both.
    
    Just past them, the road winds between store windows. This is a big 
    pick-up location. First, approach the store window that sits under the 
    small horse sign. Break it open and pick up the large healing ball. 
    Next, go to the window under the sign that is a picture of a bald guy. 
    Break this window and pick up the pistol and berzerker from within. 
    Now, you'll have to stop and kill the approaching gargoyles. Then, 
    break the window on your left and pick up the proximity mine.
    
    Continue down the path, but stop when you come to the "Werewolf Tavern" 
    on your right. Break the glass there and pick up the torch, and then 
    continue. Break the window next to the streetlight and pick up the 
    heart. Then, break the next store window you come to and pick up the 
    pistol. Now, turn to your right and kill the approaching docker. Just 
    past him is a really challenging fight, three faceless mean all at 
    once. Kill them all, and then take the left path.
    
    This should lead to a big stone wall, with a coinage to your left and a 
    weapon upgrade to your right. Pick up the upgrade and then go through 
    the pathway between the white gates. Careful, because there are falling 
    rocks not too far ahead.
    
    This leads finally to what is really your last fight of this stage, a 
    battle with three larger-than-average gargoyles. If you can spare it, 
    this is a good time to use a freeze spell. If not, than just fight them 
    like you would any other gargoyle. When you're done with them, leave 
    this area using the only pathway out. Just follow the brown stone path 
    to a knocked over horse cart.
    
    
                       ________________________________
                      |                                |
                      | The carriage driver tells you  |
                      | of a madman who he used to     |
                      | take to Bloomsbury. Could this |
                      | be where Crowley keeps his     |
                      | laboratory?                    |
                      |________________________________|
    
    
    That's it, you've just completed Stage 14 with:
    Monsters: 100%
       Items: 093%
        Time: 13:00
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Stage 15.
    |-----------------------------------|
    |-------------Bloomsbury------------|
    |-----------------------------------|
    
    Enemies: demons, hellhounds, gargoyles, giant spiders
    
    For starters, spin completely around and pick up the large healing 
    ball. Then, turn back around and kill the two gargoyles one is to your 
    left and the other is near the large stone pillars. After that, head 
    down the green brick path. Stop when you come to the second streetlight 
    you come to on your left. Turn to your right and kill the gargoyle. 
    You'll run into a couple more not too far after that. As you continue 
    further, the green brick path will turn left. Break open the store 
    window just before the turn and pick p the pistol and small healing 
    ball. Then, continue down the street. 
    
    Not too far ahead a gargoyle will jump from a window to your right. 
    Kill him, and pick up the multi-gun from the window he came out of. 
    Continue down the green street, and a hellhound will leap out just a 
    little past the second turn. Kill him and the gargoyle that jumps from 
    the nearby window and pick up the dynamite. Now, turn around and face 
    the huge fire.
    
    Just beyond those huge flames is a good-sized cache of items. So that 
    means you're gonna have to run through the fire. You might lose a life, 
    but it WILL be worth it. When you make it back there, you will find a 
    weapon upgrade that also comes with an improved health meter. To the 
    left of that is a berzerker, large healing ball, freeze spell, and a 
    torch. Take them all up and then run back through the fire. When you 
    return to the street, run up to the wall of buildings straight ahead of 
    you. Break open the window there and pick up the large healing ball. 
    
    Then, turn around and go down the steps to your left. When you get down 
    there, a giant spider will burst through the green door. Kill him, and 
    be sure to flip the white switch that's on the wall right next to the 
    small staircase. Enter through the now broken door and turn right and 
    watch out for falling rocks along the way. A giant spider will appear 
    when you enter a room with a small stone pillar running from the floor 
    to the ceiling. From that room, turn left and kill the little red 
    demon. Head up the stairs and kill the gargoyle that jumps down, and 
    then go right.
    
    When you catch glimpse of a fiery explosion, be ready to kill another 
    hellhound. When fighting him, be sure not to be tricked into entering 
    the fire. From there, turn right and go down the stairs that lead back 
    to the green brick path. Kill the gargoyle you run into near the 
    streetlight, and break open the store window across the street and to 
    your left of you. Pick up the large healing ball and pistol. Next, 
    break the small window to the left of you now and pick up the multi-
    gun.
    
    Now, Head around the corner and onto the white sidewalk that runs along 
    the right edge of the street. Break open the second window you come to 
    and pick up the large healing ball. Smash open the fourth window you 
    come to and retrieve the berzerker. Then, move back onto the main path.
    
    When you come to another large fire, you'll be attacked by a hellhound 
    and a gargoyle. Kill them both, and then go right. Up there will be a 
    couple of giant spiders for you to take care of. After that, go down 
    the stairs ahead. Continue through the thin alleyway, stopping every so 
    often to avoid falling rocks from above. There is another hellhound to 
    kill just as you reconnect with the main path, followed by a giant 
    spider.
    
    From there, go left which leads to another large fire. Kill the 
    hellhound there and go through the hole in the wall to you right. 
    Another hellhound awaits you just as you step into the grass park, so 
    kill him. There is also a gargoyle in the area, so make sure you get 
    him too. Then, jump into the fountain and kill the next gargoyle. Be 
    sure to pick up the large healing ball before you hop back out.
    
    Then, go around the red brick wall and kill the hellhound that is 
    inside the big stone structure. Then, go back into the main portion of 
    the park and pop open the small gate nearby. Kill the gargoyle there 
    and then turn left.
    
    In here is your final major fight for this stage. You are going to go 
    up against a couple of hellhounds and a couple of demons. I would focus 
    on the demons first, because although they are the weakest enemy, there 
    fire attacks are difficult to avoid. It should only take one hit each, 
    and then you can focus on the hellhounds. As always, when you fight 
    them try to stay out of the flames nearby. When the room is clear, you 
    should see Adam Crowley standing at the back wall. Don't try to hurt 
    him; it's literally impossible to hurt him. Instead, follow him and 
    he'll lead you to the end of this stage.
    
    
                       ________________________________
                      |                                |
                      | Crowley torched his lab before |
                      | you could search it. As the    |
                      | neighborhood burns, he flees   |
                      | to the Pimlico Prison carrying |
                      | a strange flask.               |
                      |________________________________|
    
    
    That's it, you've just completed Stage 15 with:
    Monsters: 100%
       Items: 091%
        Time: 17:45
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Stage 16.
    |-----------------------------------|
    |--------------Pimlico--------------|
    |-----------------------------------|
    
    Enemies: dockers, hellhounds, demons, giant spiders
    
    Enter into the area on your right and kill the docker you find there. 
    Pick up the berzerker and large healing ball near the hole in the wall, 
    turn around, and head over to the stables. Near the back wall you're 
    find a small healing ball and pistol to pick up. Now, turn around and 
    go back through the hole in the wall. Go right when you exit the hole, 
    and down the short hallway. At the end you'll find another large hole 
    in the wall, and some falling debris. Carefully enter through the hole 
    and head left.
    
    At the end of this hallway you come to a hellhound. Kill him, and break 
    open the green doors. Enter the next room and hop up onto the elevated 
    floor to your right. Walk forward until you see a hellhound below. 
    Then, hop back down to the main floor and kill it. Continue forward, 
    killing the docker just around the corner. When you come to the two 
    large holes, each leading in a different direction, go left.
    
    Kill the docker in that room and go up stairs. Break open the metal 
    door and follow the path all the way to the wall switch. Flip the white 
    switch to open the floor on your right. Shoot the pile of barrels you 
    see to your right and enter the room created by that explosion. Pick up 
    the berzerker, healing balls, and pistol you find in the back room. 
    Turn right when you exit the back room to enter another pick-up room. 
    You'll have to kill a hellhound, a pair of demons, and another 
    hellhound hiding in the boarded up window on the left.
    
    Hop up onto the platform to the right when you're done with them and 
    pick up the multi-gun, freeze spell, and small healing ball. Then, 
    leave this room, go up the stairs, and follow the stone path down the 
    stairs and back to the red building. Now, enter through the hall 
    straight across from you now. There's a hellhound for you to kill near 
    the small fire at the back wall. Not too far past him is a demon. Kill 
    him, and jump over to the pile of crates to your right. Pick up the 
    small healing ball, and jump back over. Walk through the hole up ahead 
    that's behind the flames, and kill the docker.
    
    Turn the corner left to find a lone crate holding a pick-up. Take the 
    multi-gun, and then continue the main way. Stop when you come to the 
    staircase and let the barrels roll past you. Then, let the docker walk 
    down to you and kill it. Don't go up the stairs yet. First, take a 
    couple steps out into the street and kill the hellhound and demon. Then 
    go up the stairs and follow the stone path to a small fire, where 
    another hellhound will jump out. Kill him, and then break the back wall 
    window to pick up a torch. Next, turn right and leap over the gap in 
    the bridge. Keep following the path and you'll run into another 
    hellhound not too far ahead, so kill him and continue.
    
    Just past the next turn you'll kill a docker, and then have to make 
    another leap across a gap in the overhead path. When you land, break 
    through the rickety old fence and go down the narrow stairs. At the 
    bottom and around the corner to your left is another hellhound. Kill it 
    and go down the stairs just ahead. Down there, you'll have to kill a 
    couple of demons and a couple of demons. Next, walk over to the small 
    pile of crates on your left and pick up the healing ball. Then, go over 
    to the rickety old fence in the upper-left corner of this area, break 
    through it, and enter the spider cave. The entrance is marked by a 
    large, flaming board overhead.
    
    Kill the spider you find inside. There are two tall windows on the wall 
    in front of you, and between them is a thin boarded up area open and 
    pick up the pistol. Follow the path around the corner and to the next 
    small fence. Break through that one too and kill the two giant spiders 
    up ahead. From there, go right, break yet another rickety old fence, 
    and go kill the hellhound and demon in the next room. Then, go over to 
    the upper-left corner of that room and kill the docker and hellhound.
    
    From there, turn to your right and run straight ahead. Kill the giant 
    spider you meet when you reach the street, and then continue down it. 
    Go up the stairs you come to on your right. (Yes, I know, you have been 
    up here before.) Follow the stone path, leaping over both of the 
    flaming pits, and down the stairs to the dirt ground. When you make it 
    back to the large dirt field that's filled with flames, head towards 
    the upper-right. Kill the hellhound along the way, and enter the path 
    that contains the exploding barrels. Finally, run all the way to the 
    streetlamp straight ahead.
    
    
                       ________________________________
                      |                                |
                      | To follow Crowley you will     |
                      | have to get past one of the    |
                      | more colorful inmates,         |
                      | Jose Manuel                    |
                      |________________________________|
    
    
    That's it, you've just completed Stage 16 with:
    Monsters: 100%
       Items: 100%
        Time: 14:30
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Stage 17.
    |-----------------------------------|
    |------------Jose Manuel------------|
    |-----------------------------------|
    
    Welcome to yet another mini-boss battle, this time against a crazy 
    serial-slasher by the name of Jose Manuel. During this fight there are 
    only two dangers. One, there is a small pit of fire directly in front 
    of Jose; and Two, he is armed with an endless supply of knives that 
    he'll throw out you non-stop. There are two switches in this room; one 
    of the left and one of the right. Only one of them will be open at a 
    time. You start out at the switch on the right, which operates the gate 
    that covers the switch on the left. So, for starters hit the switch on 
    the right. Now, quickly run over and hit the switch on the left. When 
    you hit the left switch, you will extend the wall of spikes that 
    surrounds Mr. Manuel. Then, run back and hit the switch on the right to 
    start the process over again.
    
    Do that four times, and the spikes will shoot completely into Jose's 
    body and shred him to pieces. For being so late in the game, this was 
    actually a pretty easy fight. Should you take a few too many knife 
    attacks; there is a large healing ball near the switch on the right.
    
    
                       ________________________________
                      |                                |
                      | The ripper is dead and Crowley |
                      | is wounded. Track him by       |
                      | following the blood trails!    |
                      |________________________________|
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Stage 18.
    |-----------------------------------|
    |------------Westminster------------|
    |-----------------------------------|
    
    Enemies: faceless men, demons, hellhounds
    
    First, turn to your far left and pick up the large healing ball. Then 
    quickly turn back around and kill the approaching demon. Head straight 
    down the stone path, killing the faceless men and demon, and go up to 
    the brown door. Use your weapon to pop open the door and enter. Go 
    straight down the main hallway. Kill the faceless man you run into 
    under the second chandelier. Two hellhounds will jump out just as you 
    enter the orange hallway. Kill them both and then follow the orange 
    hallway left.
    
    They'll be another demon to kill at the second small fire you come to 
    on your right. As you continue, a hellhound and another demon will 
    appear when you come to a brown door. Kill both of em' and walk right 
    up to the door. Now, kill the next hellhound\demon duo that attacks 
    you. Then, enter the hallway to the left of the door. Try your best to 
    avoid the exploding barrels as you make your way forward, and kill the 
    hellhound. Now, make a turn left at the first given opportunity. 
    
    Inside this little fountain area are three hellhounds and a demon. Kill 
    them all and exit the doorway you came in through. Make sure you use 
    the correct doorway; it's the one that has flames on the other side. 
    Once you're back in the main hall, turn left. Carefully avoid the last 
    couple of barrels as you go up the steps to the next room. When the 
    little cut-scene ends, kill the faceless man just around the corner, 
    and then head to the right. In this room you'll kill another man, and 
    then go up the staircase on your right. You'll kill a couple more men 
    as you ascend the stairs, and then turn right onto a stone walkway 
    after you reach the top. 
    
    There, you'll find another hellhound you need to kill. Continue down 
    the path, killing the demon and then coming to a small hole. From here, 
    first jump over to the piece of rock attached only to the corner of the 
    wall. Then, turn right and jump over the remainder of the hole. 
    Continue down the stone path, which leads to another hellhound and 
    demon. Kill them both and follow the path, as it turns right. 
    
    This will lead to another demon and then a small wooden door. Use your 
    weapon to open the door and kill the two faceless men inside of this 
    small back room. Next, break open the display cases and pick up all 6 
    of the pistols. Use your weapon to knock down the two suits of armor 
    near the entrance and knock them down. (just because it's fun) Now, 
    fire off a shot at the barrel to blow a hole in the corner wall. In 
    this next small room you'll find another faceless man as well as a 
    freeze spell. Kill him and pick up the freeze spell. Then, use your 
    weapon on the side of the bookshelf that is facing the door hole you 
    came in through.
    
    Doing this will open up another small pick-up room. Once the shelf has 
    slid over, go down the narrow staircase. At the bottom, pick up the 
    weapon upgrade, extra life, and large healing ball. Then, break through 
    the brown door and step down into an older room. Once down there, turn 
    right and enter the doorway that is straight ahead. This leads into 
    another small courtyard, where you will have to kill a couple of demons 
    as well as a couple of hellhounds. Finally, break through and open the 
    wooden double-doors.
    
    
                       ________________________________
                      |                                |
                      | London is burning! As the      |
                      | flames close in, Crowley       |
                      | struggles into Westminster     |
                      | Abbey. He is weakening and he  |
                      | has nowhere to run!            |
                      |________________________________|
    
    
    That's it, you've just completed Stage 18 with:
      Monsters: 100%
         Items: 100%
          Time: 11:00
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Stage 19.
    |-----------------------------------|
    |----------Westminster II-----------|
    |-----------------------------------|
    
    Enemies: demons, gargoyles, hellhounds, harpies
    
    Do a flying attack to kill the gargoyle straight ahead. Next, knock 
    down the first suit of armor you come to on your right and kill the 
    demon that you just released. Pick up the large healing ball at the 
    statue's feet. Now go straight down the hall, along the way killing the 
    hellhound and demons, all the way to the fiery staircase and stop 
    there. Now, go up the very small steps about halfway and then hop back 
    down. Kill the gargoyle that jumps down, and then continue up the steps 
    and down the hallway.
    
    As you go up the staircase just around the next corner, which is much 
    longer, you should run along the left wall to avoid the flames. Kill 
    the demon and gargoyle as you make your way to the top, and then once 
    there you should turn left. Now, kill the hellhounds and demon you find 
    in that part of the hall. Then you need to turn around and jump over 
    the flames to the big wooden door. Enter the next room and turn right. 
    Kill the gargoyle and then carefully jump over the fiery hole in the 
    floor. From there, take a couple of steps forward and then stop a 
    second. Wait until you see a couple of explosions go off up ahead, and 
    then jump over the next set of flames.
    
    From here, turn to the right and quickly kill the demon that is flying 
    right at you. Now run over to the gap in the floor and pick up the 
    pistol you see sitting on the cabinet. Then, turn back around and go 
    over to the hellhound. Kill him, and then go right. Walk up to, but do 
    NOT go in, the entrance to the next room. Instead, kill the gargoyle 
    and demon near you and then walk over to the small gap in the floor. 
    Jump down the hone and onto the ground below. It is safe just so long 
    as you avoid the large fire to your right.
    
    Once you land down there, turn completely around and go up the dark 
    stone stairs in the upper-right corner of this room. Kill the gargoyle 
    you find at the top. Then pick up the pistol, small healing ball, 
    berzerker, and large healing ball. Right behind those items is a brown 
    door. Use your weapon to bust it open, and then hop up onto the small 
    ledge. Make a long flying leap so as to both exit this room and safely 
    make it over the flames below. Now, go up the stairs ahead and go 
    around the corner. Go through the already open doorway, around the next 
    corner, and jump over the fire pit and flames ahead. When you're back 
    in the room above the fire-filled room you were in earlier, walk along 
    the left wall and into the next room. 
    
    Once you step inside, turn to your right and pick up the chaos spell. 
    Then, turn back to face the room and kill the pair of gargoyles. Before 
    you enter the next room, be sure to pick up the small healing ball just 
    to the right of the doorway. In the next room is a small fire, a demon, 
    a hellhound, and a gargoyle. Kill them all and enter the room to the 
    left.
    
    **Take not that for some reason the games locks up here a lot. If it 
    does, there is really nothing to do except turn the game off and back 
    on again.**
    
    In this next room will be another hellhound, and another demon. Kill 
    them both, and then leap over the bed of fire that is straight ahead of 
    you. On the other side, and along the right wall, is an extra life. 
    Pick it up, lead back over the fire, and go into the hole in the wall 
    that is now on your left. 
    
    Up there you'll have a pair of harpies to kill, as well as a gargoyle. 
    After that, you'll catch a quick glimpse of the final boss. So anyway, 
    follow the stone balcony around and then back into the building. Once 
    you step inside, turn right and kill the gargoyle. Finally, run up the 
    stairs and break open the door.
    
    
                       ________________________________
                      |                                |
                      | Westminster Abbey is in flames |
                      | Trapped of the roof, Adam      |
                      | Crowley drinks the last of his |
                      | horrible formula.              |
                      |      May God be with you.      |
                      |________________________________|
    
    
    That's it, you're just completed Stage 19 with:
      Monsters: 100%
         Items: 100%
          Time: 8:20
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Stage 20.
    |-----------------------------------|
    |-------------The Roofs-------------|
    |-----------------------------------|
    
    Here it is, after spending 20 levels of this game trying to catch up to 
    him, you've finally caught up to him. Suddenly you wish you hadn't. 
    Anyway, this stage is the final boss fight of the game. Apparently Adam 
    Crowley has taken a little too much of his own medicine and become a 
    large demon-like monster. Let's go to work...
    
    For starters, he is protected by four demons. These aren't just your 
    average demon; no, these are a lot stronger and also periodically set 
    themselves on fire. If you want to fight Crowley, you first have to get 
    rid of these guys. 
    
    Wait until one of them is NOT currently of fire, and then start 
    attacking him with a constant stream of strike attacks. Don't stop 
    until he's dead. Use this same, basic technique to kill all four of 
    them. Don't bother trying to fight them when they're on fire; it is a 
    waste of time and will actually end up only hurting you. When you've 
    slain all four of them, Crowley will jump down to you and the real 
    battle will begin.
    
    Before I go into the actual fight, it's probably a good idea to tell 
    you of the two large healing balls you can get in here. The first is 
    reached by jumping off of the upper-right corner of the building and 
    onto the remains of a balcony. You can get to the other healing ball by 
    jumping into the torn open church tower that is just to the right of 
    the entrance to the roof. It is risky to get them, but they may become 
    necessary if you don't do so well up ahead.
    
    Okay, back to Crowley.
    The yellow bar that has appeared in the upper left corner of the screen 
    represents the current health level of Crowley. This bar can only be 
    diminished by combo-attack moves. Just simple strikes or kicks are a 
    complete waste of time on this guy. I personally find that, if you're 
    using Ignatius as a character, that the combo "Ahab's Revenge" can be 
    the most effective. It's fast, easy, and effective. For this fight I 
    would suggest you print out the combo list above and refer to it as you 
    fight, rather than pausing the game and looking it up through the 
    menus. 
    
    When you have completely emptied his health, he will begin to stand in 
    one place and move his head around as if he is dazed. This is the time 
    to make your final move. With just a simple spin attack, you will deal 
    the final blow by slicing his head off, and beating the Brotherhood of 
    Hectate once and for all! (you hope)
    
        _______________________________________________________________       
       |                                                               |
       | That's the story behind the Great Fire of 1834. Two unsung    |
       | heroes saved London from a hoard of monsters. They, of course |
       | received no credit for their struggle as all evidence of      |
       | their deeds was destroyed in the fire. The citizens of London |
       | awoke the next day to find the city almost burned to the      |
       | ground. They quickly went about the task of rebuilding the    |
       | city.                                                         |
       |                                                               |
       |          At least Adam Crowley got his just deserts...        |
       |                          Or did he?                           |
       |                                                               |
       |                      - T H E   E N D -                        |
       |_______________________________________________________________|
    
    
    
    
    =======================================================================
    |-VIII.------------------ THE STAGE PASSWORDS ------------------------|
    =======================================================================
    
    Enter each one of these passwords to begin the game at that 
    corresponding stage. Each one of these passwords will start you out 
    with 9 lives. The number on the far left of the screen is the stage 
    number, and the button combination listed after that is the password 
    itself. Got it? Good, here they are...
    
    
    02. C.Up, C.Right, C.Down, C.Down, C.Up, C.Down, C.Down, C.Down
    03. C.Up, C.Down, C.Down, C.Down, C.Up, C.Left, C.Left, C.Down
    04. C.Up, C.Left, C.Down, C.Down, C.Up, Up, Up, C.Down
    05. C.Up, Up, C.Down, C.Down, C.Up, Down, Down, C.Down
    06. C.Up, Down, C.Down, C.Down, C.Right, Left, C.Up, C.Left
    07. C.Up, Left, C.Down, C.Down, C.Right, C.Up, C.Right, C.Left
    08. C.Up, Right, C.Down, C.Down, C.Up, C.Right, C.Right, C.Down
    09. C.Right, C.Up, C.Down, C.Down, C.Up, C.Down, C.Down, C.Down
    10. C.Right, C.Right, C.Down, C.Left, C.Up, C.Left, Down, Up
    11. C.Right, C.Down, C.Down, C.Down, C.Up, Up, Up, C.Down
    12. C.Right, C.Left, C.Down, C.Down, C.Up, Down, Down, C.Down
    13. C.Right, Up, C.Down, C.Down, C.Up, Left, Left, C.Down
    14. C.Right, Down, C.Down, C.Down, C.Up, C.Up, C.Up, C.Down
    15. C.Right, Left, C.Down, C.Left, C.Up, C.Right, C.Left, Up
    16. C.Right, Right, C.Down, C.Left, C.Right, C.Down, Down, Down
    17. C.Down, C.Up, C.Down, C.Down, C.Up, C.Left, C.Left, C.Down
    18. C.Down, C.Right, C.Down, C.Down, C.Up, Up, Up, C.Down
    19. C.Down, C.Down, C.Down, C.Left, C.Right, Down, C.Right, Down
    20. C.Down, C.Left, C.Down, C.Left, C.Right, Left, C.Down, Down
    
    And this final password below will start you out with all of the stages 
    of the game already won. If you enter this password, and then go to 
    start game, you can enter into any stage of the game you want. Not only 
    that, but you will also have the option of playing with infinite 
    options or playing as one of the creatures in the game. Enjoy!
    
         C.Down, Up, C.Down, C.Left, C.Right, C.Up, C.Left, Down  
    
    
    
    =======================================================================
    |-IX.------------------------- IN CLOSING ----------------------------|
    =======================================================================
    
    My e-mail address is shown at the top of this document, so please e-
    mail me if you see any corrections that need to be made. 
    
    If I do use any information you give me, or take note of any mistakes 
    you bring to my attention, I will give you credit in my "Special 
    Thanks" section.
    
    Also, please e-mail me if you see this FAQ/Walkthrough anywhere else 
    besides www.GameFAQs.com or www.IGN.com No other publications have the 
    right to use this document.
    
    If you liked this FAQ/Walkthrough and found in useful, please let me 
    know by using the GameFAQs.com rating system. Any and all feedback is 
    appreciated.
    
    
    
    =======================================================================
    |-X.----------------------- SPECIAL THANKS ---------------------------|
    =======================================================================
    
    Thank you "Nightmare Creatures Instructional Manual" for help with the 
    story, item list, controls and enemy list.
    
    Thank you http://www.network-science.de/ascii/ for helping me with the 
    logo you see at the top of this FAQ. This is a great site for help with 
    simple ASCII lettering.
    
    A special thanks to the "Gorillaz" CD that I listened to while I wrote 
    this guide.
    
    Thank you IGN for hosting this on your website, www.IGN.com
    
    Thank you CjayC for hosting this, and all of my other FAQs, guides, and 
    codes on your site www.GameFAQs.com
    
    Thank YOU for reading this FAQ/Walkthrough, I hoped it helped you out.
    
    
    
    =======================================================================
    |-XI.----------------------- FAQ HISTORY -----------------------------|
    =======================================================================
    
    12/27/2002: Today, I started work on a FAQ/Walkthrough for the game 
    Nightmare Creatures. (Obviously) I noticed the current FAQ on 
    GameFAQs.com for this game is very lacking, so hopefully this one will 
    be much better.
    
    1/17/2003: I just finished the first ready-to-submit version of this 
    FAQ, and I have to say it looks like my best guide so far. Expect the 
    next version to be up very soon, probably in a couple of weeks. For 
    now, this is FAQ version 0.25
    
    1/20/2003: I just added Stages 6 and 7 to the walkthrough. This is now 
    FAQ version 0.33 
    
    1/25/2003: I added Stage 8, as well as some improvements to the 
    introduction and controls section. This is now FAQ version 0.40
    
    2/9/2003: I added Stage 9 and made a couple of corrections. This is now 
    FAQ version 0.45
    
    2/22/2003: I added Stages 10 & 11 today. This is now FAQ version 0.55
    
    3/23/2003: I know it's been a while since the last update, but I'm a 
    slow worker. Anyway, I just added Stage 12 to the walkthrough. This is 
    know FAQ version 0.60
    
    4/7/2003: I added the walkthrough for Stage 13 today. This is now FAQ 
    version 0.65
    
    4/13/2003: Today I added walkthroughs for Stages 14 and 15. This is now 
    FAQ version 0.75
    
    4/21/2003: I added walkthroughs for Stages 16 and 17. This is now FAQ 
    version 0.85
    
    4/27/2003: Today, I finished this guide by adding Stages 18-20. This is 
    now version 1.0, and is a complete FAQ. What do ya know; it only took 
    me exactly four months to complete. 
    
    5/6/2003: I added my new signature to the bottom. This is now FAQ 
    version 1.1
    
    6/12/2003: IGN can now host this guide.
    
    
    =======================================================================
    |-XII.------------------ COPYRIGHT INFORMATION -----------------------|
    =======================================================================
    
    Since I, Michael Tyler (Reptile) wrote this document, it is protected 
    by copyright law.  I do not allow anyone else to distribute this for 
    any reason. As of now, I allow only www.GameFAQs.com and www.IGN.com to 
    publicly display this document on their websites. If you want to put 
    this on your site, you must ask me first. There will be a penalty if I 
    find someone using this document without my written permission. This 
    document was written for personal\private use only.
    
    Copyright 2003 Michael Tyler
    
          -----From The Twisted Mind Of-----
          __________               __  .__.__          
          \______   \ ____ _______/  |_|__|  |   ____  
           |       _// __ \\____ \_  __\  |  | _/ __ \ 
           |    |   \  ___/|  |_\ |  | |  |  |_\  ___/ 
           |____|_  /\___ \|   __/|__| |__|____/\___ \
                  \/     \/|__|                     \/ 
                
     
    
    
    

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