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    FAQ/Walkthrough by Orgulo

    Version: 1.5 | Updated: 04/21/17 | Search Guide | Bookmark Guide

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    Guide author: Orgulo
    Guide version: 1.5
    Game version: 1.62
    System: PC
    	1.3 CONTACT ME
      2. GAME
    		2.1.1 WEAPONS
    		2.1.2 SECRET AREAS
    	2.2 TAROT CARDS
    		2.2.1 GOLD CARDS
    		2.2.2 SILVER CARDS
    	2.3 MONSTERS
    	3.1 - LEVEL 1 ORPHANAGE
    	3.2 - LEVEL 2 LOONY PARK
    	3.3 - LEVEL 3 LAB
            3.4 - LEVEL 4 PENTAGON
            3.5 - LEVEL 5 DEAD CITY
    	3.6 - LEVEL 6 LENINGRAD
    	3.7 - LEVEL 7 COLLOSEUM
    	3.9 - LEVEL 9 STONE PIT
    	3.10 - LEVEL 10 SHADOWLAND
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                              |    1. INTRODUCTION    |
                                  1.1 INTRODUCTION
    Welcome to my guide to Painkiller: Battle Out Of Hell, the expansion to 
    Painkiller. This is my ninth guide, and since I'm a lazy bugger, I've just 
    used the same formatting as I used in my guide to the original game.
    Before I go on, if you're reading this guide to get help with secret areas, 
    please skip to section 2.1.2 now.
    Battle Out Of Hell sees Daniel Garner still stuck in Hell, for no other reason 
    than to allow some game programmers he's never met to whore out an expansion. 
    In spite of the fact that you killed Alastor in the original game (probably 
    more than once), he's back and he's now royalty. Sigh.
    You're going to have to quick-jump Daniel through nine new realms of Hades 
    before he finally runs into King Alastor.
    I found this expansion to be good fun and worth the money, though also 
    frustratingly tough in some places and a bit of a letdown in others. 
    As if trying to counterbalance the sadness of the secrets, there are very few 
    tarot card conditions that are easy to tie up. New or unskilled players are 
    just never getting some of them - it's that simple. I can't see even decent 
    players finding it anything other than a frustrating pain to pick up the Loony 
    Park card; Leningrad will probably be well nigh impossible for the less able; 
    Underworld and Lab will remain untouchable; and Colloseum's card has a 
    friggin' bug associated with it.
    There are also certain levels that should never have shipped with the game. Do 
    I really need to articulate how balls the Lab truly is? Pentagon is a cop-out, 
    Dead City is like Carmageddon without the cars (actually, there are some cars, 
    now I think about it), and Underworld would be a pile of mostly toss without 
    the ride.
    On the bright side, the new weapons are class, and some of the monsters are 
    pretty cool. A few of the levels are well worth the wait too - the unique 
    Colloseum with its traps (finally!), the Call Of Duty-ish Leningrad, the 
    horribly sinister Loony Park (fantastic if you don't want the card, and if you 
    are clinically deaf), and the excellent Stone Pit. And if you don't soil 
    yourself at least once in the Orphanage then... you're probably constipated. 
    Thief 3 got there first though, sorry.
    Anyway, this game is worth having if you loved Painkiller, and if you can will 
    yourself to forget going for the cards you will surely have a lot of fun. 
    Though I'm still waiting for the Galleon level promised in the manual...
    BOOH needs Painkiller installed to work, so you've probably already played 
    Painkiller. You may even have completed it; you may have completed it with all 
    tarot cards and secret areas; and you may have done it all with the help of my 
    guide (aye, right). If you're wondering why there are certain things missing 
    from this guide (eg. items, some weapons), it's because all of this stuff is 
    in my Painkiller guide, and so doesn't need rehashed here.
    Happily you start off with all the cards from the original Painkiller, except 
    one: Divine Intervention is missing, as it allowed you to place cards on the 
    board without spending money. Meh, it would have been lame anyway.
    BOOH has some bugs, most of which are fixed by patch 1.61 (and 1.62 which must 
    be installed on top of 1.61). This guide is written mainly for unpatched games 
    (v1.5), since patch 1.61 is very big and many people won't be able to download 
    it. You will need at least patch 1.61 to fix the Colloseum level and get its 
    I've tried to bung in as much as I can about the game, but I'm no expert. I've 
    never gone to any Painkiller: BOOH sites or forums, or even discussed the game 
    with anyone else, so if I make any huge errors it's because practically 
    everything I know about the game has come from playtesting it and reading the 
    I have no idea whether any other BOOH guides exist out there, and I don't 
    care. The more the merrier.
    I played the game on Nightmare difficulty when writing this guide, then 
    through again on Trauma to note the differences. For this guide to make total 
    sense, and also for a proper challenge, I suggest you start your game on 
    Nightmare too.
    I'm also assuming that you're approaching each level with a view to obtaining 
    the tarot cards, so that's how I've gone about writing them. If you already 
    have the tarot cards you could feasibly ignore my advice.
    I hope you enjoy it and that it helps you out. Thanks for reading :)
                                1.2 USING THIS GUIDE
    Please view this guide in a text viewer / editor with a set fixed-width 
    font, or else it might look a mess. I use Courier New, Size 10.
    Use the Find command (CTRL + F) with the numbered contents menu at the start 
    of the guide, in order to quickly jump to the section you want.
    I have put the main walkthrough section of the guide towards the end, after 
    all the other game information. This is not a design flaw - it's deliberate.
                                   1.3 CONTACT ME
    As the game is now quite old, and since I now consider this guide complete, I 
    have no intention of updating it in the future and will therefore no longer 
    respond to feedback.
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                                  |    2. GAME    |
                                  2.1 GAME FEATURES
    Most of the game features were covered in my guide to Painkiller. The 
    following are the few additions in BOOH.
    | 2.1.1 WEAPONS |
    Like me, you probably thought this was just a rerun of the chaingun and 
    electro, but it's not. It's oh so much more, dammit.
    Primary (250 ammo):
    This is an excellent weapon, and its only downside is its staccato bursts. It 
    has amazing range and accuracy, rivalling the chaingun for best long range 
    weapon. It's also more destructive than the chaingun, and is better at medium 
    or close range. Definitely do not ignore this - you'll soon find out how 
    useful it is if you give it a try. It even brings down tanks fast.
    Throughout the guide, I occasionally refer to the SMG as a machine-gun.
    Secondary (500 ammo):
    It's like the electro, but more efficient. You can take damage if the enemies 
    you're flaming are too close, and it also creates flaming corpses which damage 
    you or set alight any other minions who walk over the bodies. It's a fantastic 
    room clearer and soul grabber (with Soul Catcher), but it doesn't have good 
    range, and it eats the ammo (500 is a lot though). Use when surrounded by weak 
    enemies, but try not to walk forwards while you're firing it.
    This is kind of like another electrodriver, in that you'll probably ignore it 
    in favour of better, more effective weapons. Both halves are bit gimmicky, and 
    can be trumped by other occupants of your arsenal.
    Primary (500 ammo):
    It's marketed as the ultimate sniper rifle, but in fact the chaingun still 
    beats it hands down. You'll use the boltgun in the Lab and then probably 
    nowhere else. Stick with the chaingun for a sniper rifle - it's faster and 
    more accurate, even if you can't zoom in with it. The boltgun can be 
    surprisingly useful at close range too, kind of like a less immediately 
    effective shotgun, since it does such big damage.
    Secondary (250 ammo):
    Wow. Well the heater has good points and bad points, and the main bad point is 
    that you can kill yourself very easily with it. There are also very, very few 
    places in the whole game where you'll find yourself resorting to this. You 
    don't necessarily want to chuck ten bombs at a time, but you don't have any 
    choice in the matter, and so the ammo disappears fast.
    I still prefer grenades or rockets, but it's fun to chuck a few heater bombs 
    into a crowd of zombies or pirates now and then. Just stand back, and don't 
    try any trick shots.
    _______________________________V1.3 CONTRIBUTION______________________________
    Taylor <kingoomieiii@yahoo.com>
    [These are some notes about the effect the quad damage has on BOOH's new 
    SMG/Flamethrower: The 'burst' effect of the SMG is removed, making it full-
    Sniper... whatever it is: The bomb-pods detonate on contact with ANYTHING, 
    with no bounces. Also, the tips of the metal stakes are on fire, but this has 
    no additional effect.
    Thanks, I forgot to test the quad damage in BOOH.
    _______________________________V1.3 CONTRIBUTION______________________________
    | 2.1.2 SECRET AREAS |
    The secrets in BOOH are generally easier to get at than the ones in the 
    original game, but there are still one or two difficult ones. I've found all 
    the secret areas in the game, but I'm missing a non-secret holy item in Stone 
    Pit. I think this may be a coding error or something. Hope so.
    To enable you to quickly find (Ctrl + F) the mentions of each level's secret 
    areas, I've marked them all with a ~ symbol.
                                  2.2 TAROT CARDS
    Each level in the game has a tarot card waiting for you at the end of it, and 
    all you have to do to obtain the level's card is to observe a certain 
    restriction while battling your way through the level.
    Tarot cards come in silver and in gold. When equipped before starting a new 
    level, silver cards' effects will remain active throughout the level. Gold 
    cards can be activated once per level with your gold card button, and will 
    usually last thirty seconds, meaning that you should think carefully about 
    when you want to use them.
    The game calls the cards 'Black Tarot Cards': don't let this confuse you. All 
    twenty four cards are 'black', but you only need to know which ones are 
    silver-black and which are gold-black.
    Tarot cards can make a huge difference to whether you fail or succeed in 
    completing BOOH's levels. You need to pick the right silver cards to take you 
    through each mission, and also pick the right gold cards to trigger at special 
    points during the levels. 
    Make sure that you have enough gold coins to let you mess about with the 
    cards, since all cards need gold before they can be placed on the tarot board. 
    Collect as much gold as you can during each level to make this easier, though 
    you'll have none at the start and very little until a few levels in.
    Bear in mind that you can skip cards that you're finding difficult to reach, 
    then use what cards you do get to go back into the levels containing the cards 
    you missed before. In other words, you can play a Nightmare game, skip the 
    Loony Park card if it's too difficult, pick up the Armor Regeneration and 
    Health Stealer from later levels, then equip them both and revisit the Loony 
    Park, where those two silver cards will make getting the Magic Gun card much 
    easier. I didn't do it this way - the guide is written to allow you to acquire 
    the cards in order.
    | 2.2.1 GOLD CARDS |
    These can be used once per level (unless you have the silver Forgiveness or 
    Mercy cards) and will last thirty seconds (unless you have the gold Time Bonus 
    or Double Time Bonus cards).
    Here are the gold cards and their details, arranged in the order in which you 
    will find them in the game. I've included my own ratings of each card, but 
    ignore these if you don't give a monkey's about my opinions.
    Weapon Modifier: Call Weapon Modifier
    Cost to place: 100
    Rating: 3/5
    As far as I can tell it's like a cheaper version of Fury or Rage. It's hard to 
    tell what exactly this card does, since it's not very specific; but I found 
    that it worked pretty well against even bossmen. I'll be sticking with Rage, 
    however - it may be more expensive, but at least I know exactly what it's 
    Magic Gun: Never waste any ammo
    Cost to place: 300 
    Rating: 3/5
    This is the dream card when it comes to using the heater or the flamethrower. 
    If you use it in the right spots you can have great fun, especially when you 
    stack it up alongside Double Time Bonus and Iron Will.
    If you're good enough at BOOH to get this card then you're probably good 
    enough not to need to conserve ammo, and so you may find that you'd rather 
    have certain other cards instead.
    The Sceptre: All enemies are weak
    Cost to place: 300
    Rating: 4/5
    At first I thought this would come second to Rage, but this card really means 
    it when it says "weak". The first enemy I killed with it was the second panzer 
    spider in the Dead City, and he fell in about three seconds, as opposed to the 
    usual twenty seconds or whatever. It's well worth keeping in mind if you're 
    having trouble eliminating the baddies.
    Demon Morph: Morph into Demon
    Cost to place: 666
    Rating: 3/5
    You can Morph into a demon at will, though I would never ever use this, as I 
    just don't like the Morphs.
    When used with Double Time Bonus you could definitely see the benefit of this 
    card, and if you bunged in Mercy and Dark Soul for your silver cards you'll 
    barely be able to stop Morphing. Use it if you like Morphs: ignore it if you 
    Rebirth: Fully regenerate health and armor
    Cost to place: 400 
    Rating: 4/5
    The usefulness of this one depends on when you use it: it's best when you have 
    Vitality equipped and have recently picked up some heavy armour. It's sort of 
    like an extra life, but it's just a shame that you have to use all your gold 
    cards at once. Equip it if you're constantly getting killed, but it's safe to 
    ignore it otherwise.
    | 2.2.2 SILVER CARDS |
    Not for no reason are these generally more expensive to place on the board 
    than gold cards. They stay in effect for the duration of the level (if you've 
    equipped them beforehand), and the advantages are enormous. You may forget all 
    about gold cards, but the silver ones can greatly facilitate your passage 
    through this game.
    The silver cards are generally more difficult to get, but far more valuable 
    and worth working for than the gold cards. Though you can only have two 
    equipped at once.
    Again, the cards are in order and I've rated each one.
    Health Regeneration: Health starts regenerating 10 seconds after the last 
    Cost to place: 1500
    Rating: 3/5
    This is a safety net, but there are better ways of getting your health up. It 
    regenerates your health to 75, though it obviously has to be below 50 and you 
    have to remain unharmed for 10 seconds to see its effects. In boss arenas it 
    regenerates from below 75, not 50.
    It does act pretty quickly, and it does mean you will always be able to 
    approach each new area with at least 75 health; but you should never be crap 
    enough to need this all the time, which makes you think that maybe another 
    silver card would be of more value.
    Fear: All enemies have 90% of initial HP
    Cost to place: 1000
    Rating: 2/5
    I can think of very few minions in this game who don't drop with just one or 
    two shots or bursts of a particular weapon, and so this card makes little 
    difference to anything. A 10% health loss is just not enough, especially for 
    1000 gold. Nah, there are far better silver cards. And it doesn't work against 
    666 Ammo: Get 666 ammo for each weapon at the beginning of each level
    Cost to place: 2000
    Rating: 4/5
    I can't give this five out of five, since once you use up that 666 it's gone; 
    but this is still a damn tremendous card. 666 rockets? 666 heater rounds? 666 
    friggin' flamethrower units? Deal.
    Less good for the final level, versus King Alastor, since it only fills your 
    weapons to their usual capacities.
    Armor Regeneration: Armor starts regenerating 10 seconds after the last damage
    Cost to place: 1000
    Rating: 3/5
    This is similar to the Health Regeneration card, but this time your armour has 
    to be below 75 before your ten second timer kicks in. It does rebuild it to 
    75, but you have to have armour to lose in the first place. If you start a 
    level with no armour on, the card will not give you 75 after ten seconds.
    Health Stealer: 5% of the damage to the enemy goes to player's health
    Cost to place: 2000
    Rating: 5/5
    Well, this is just the Tits, with a capital T. Imagine this combined with Soul 
    Catcher, and it's hard to imagine ever dying. Just watch your health climb as 
    you toast an entire room full of minions with your flamethrower. I don't need 
    to describe this any more - equip it and keep it.
    The downside is that your health drops gradually for as long as you're 
    Morphed, but since you can achieve enormous amounts of health while not 
    Morphed, this is not much of a con.
    ______________________________V1.5 CONTRIBUTION_______________________________
    anonymous member on GameFAQS
    "Health Stealer gives you limitless health, the health gauge resets to 1 for 
    every 1000 health but it still gives you 100 health."
    I found the above piece of feedback as a comment on my guide on the GameFAQs 
    website, so I can't credit the contributor. To be honest, I'm not sure I 
    understand what he or she is saying, but hopefully it's of use to some people.
    ______________________________V1.5 CONTRIBUTION_______________________________
                                   2.3 MONSTERS
    This section describes all the minions that appear in the game. They're all 
    visually different, but many of them have special abilities which you should 
    be aware of. Some also have immunities or resistances to certain weapons, and 
    most of the monsters are designed to suit the levels in which you meet them.
    I've given each minion a danger rating from one to five, where a level of one 
    represents little or no danger, and a level of five represents big trouble. 
    These ratings are based on my experiences of each monster - you might totally 
    disagree with them.
    I've given certain monsters a recommended weapon - these are just my choices 
    based on the fact that some monsters are particularly vulnerable to certain 
    Some of the monsters come in miniboss form - I've noted these here and in the 
    guide sections.
    Danger: 4/5
    Recommended weapon: Freezer
    These things are big, tough brutes, and their dual cannonball thing has one 
    hell of a range. You seriously need to chaingun these guys from a distance or 
    freeze them close up as soon as you see them, because no-one likes getting 
    smacked in the face by two cannonballs from ten miles away.
    Later versions are tougher, and can't be frozen. Thanks for that.
    Danger: 2/5
    Even in numbers they're nothing special. Their fireworks attack looks and 
    sounds a lot worse than it is, and it's easy enough to dodge anyway.
    Danger: 2/5
    These guys are just the sado commandos from Painkiller, except now they've got 
    boltguns instead of chainguns.
    Danger: 3/5
    They're slow, weak, lumbering things, but they can poison you with their 
    poisonous heater grenades quite easily. They're especially dangerous when 
    you're speeding towards them on the Loony Park rollercoaster.
    Danger: 3/5
    The ground version chucks flames around for fun, and appears in one very large 
    collective, which is what makes them dangerous more than anything else. On 
    their own they're slow and weak.
    The flying version is rare but can throw a homing missile in the form of a 
    Danger: 3/5
    Recommended weapon: Freezer
    These guys are pretty much the same as the barrel zombies from Painkiller. 
    They're of average speed, but they're not hard to kill off before they reach 
    you. You can freeze them and shatter them before they get close enough to blow 
    themselves up, and you shouldn't have any trouble if you can spot them coming.
    They will still explode when frozen and shattered, so always keep your 
    distance when trying to bring them down.
    Danger: 2/5
    Just an average melee monster: not tough and not quick.
    Danger: 1/5
    Recommended weapon: Flamethrower
    Not really dangerous, just a pain in the arse. The last thing you need when 
    you're on a strict time limit is a flying enemy with huge speed and agility. 
    Their incendiary bombs can be easily dodged if you just keep moving. 
    Dragonflies won't drop souls when killed.
    Danger: 3/5
    Recommended weapon: Freezer
    You only meet them in the Orphanage, but they're fast and strong enough to 
    give you big problems in such tight spaces, especially if you're trying to 
    avoid taking damage altogether. They have two incarnations as well - kill off 
    the boy and a headless maniac springs up in his place.
    Danger: 2/5
    You'll always meet these flaming idiots in rooms where you have a bit more 
    space to move around, so they shouldn't be tough to take down with only your 
    Danger: 2/5
    Again, only dangerous when you don't want to be damaged. They just look like 
    midgets walking around under a sheet.
    Danger: 3/5
    They're pretty accurate with those rifles, and you always meet them in groups. 
    They're very like the skeleton warriors from Painkiller, though a fair bit 
    tougher. The most dangerous thing about them is the grenades they throw with 
    much talent, so don't stay in one place for too long.
    They also tend to get distracted by the Russians, which is good news for you.
    Danger: 4/5
    Recommended weapon: SMG
    The fact that they're tanks should tell you a lot about them. They're very 
    tough - six or seven rockets' worth - and their own shells can catch you in 
    the head and ruin your day. Keep moving and unload your machine-gun at them.
    They come in four flavours, or five if you include the miniboss.
    Danger: 3/5
    These are the big guys, but all they do is lumber around and swipe at you with 
    their fists. Stay out of the way and fire bolts at them and they should be no 
    trouble, especially given how rare they are. They also roll rocks along the 
    ground at you if given a chance, like the real rock-throwers.
    Behemoths' souls are worth 6 health points instead of one, and are coloured 
    red, not green.
    He'll appear at the very end of the Colloseum, and he's not difficult to take 
    down once you've put out the flames around the area. Just look out for the 
    rocks he's chibbing at you.
    The Giant Behemoth's soul is worth 6 health points instead of one, and is 
    coloured red, not green.
    HAMMER -
    Danger: 1/5
    They're weak and will drop with just one inaccurate shotgun blast. Practically 
    any weapon can remove them fast, and they won't do much damage to you if they 
    do get a hit in.
    Danger: 3/5
    Recommended weapon: Flamethrower
    It's amazing how inept these guys are at close range - you can pretty much 
    walk around them in circles and their rocks won't hit you. At medium or long 
    distances, however, the rocks can move very fast and do you damage, so stay 
    light on your feet and take these guys out with the flames or well-aimed 
    stakes. Their invulnerable shields give them an extra danger point - aim at 
    their bodies to harm them.
    Danger: 3/5
    Recommended weapon: Flamethrower
    They're the templar knights from Painkiller, but without the crossbow quarrels 
    smacking you in the head. Treat them the same way, but stay out of their 
    reach, as they are unreasonably quick.
    Danger: 2/5
    They can either skelp you with their fists or spit poison gas at you after 
    swigging from their bottles. Bolt them to the wall and move on.
    Danger: 1/5
    Slow and weak and crap melee goons. The only thing about them that might give 
    you trouble is that they take ages to spit out their souls when they die.
    Danger: 2/5
    Very rare but invulnerable to normal attacks. Avoiding the fireballs can be 
    tricky in the Orphanage, so keep quick-jumping until you can kill the nun off 
    for good.
    Danger: 5/5
    These would come under miniboss, except that they are their own miniboss, if 
    you see what I mean. There are too many of them for them to be called unique.
    They tend to have a mixture of three attacks: the first is a pair of 
    fireballs, which may or may not home in on you, depending on which spider 
    you're meeting; the second is a stamp, where the spider rears up and then 
    slams down into the ground, often sending you bouncing up in the air and 
    taking damage; and the third is a freeze breath thing which slows you down 
    greatly and hurts a fair bit too (though it can also freeze nearby minions 
    caught in the blast). They can also harm you by merely touching you.
    They're always tough, but certain obvious gold cards can see them off in 
    record time. As long as you keep your distance and keep battering at them with 
    ranged weapons you should be OK.
    There is a panzer spider inhabiting the Pentagon boss level, and this is one 
    of two very tough spiders in the game - the other is the one at the end of the 
    Dead City.
    Panzer spiders' souls are worth 6 health points instead of one, and are 
    coloured red, not green.
    Danger: 2/5
    They're standard melee minions, and can be avoided easily. Use the painkiller 
    to clear them out of the way. They get two out of five because of the 
    disturbing way they assemble themselves when you wake them up.
    Danger: 3/5
    The ones firing machine-guns and lobbing grenades around are no worse than 
    sado commandos. Blunderbusses: brilliant.
    The guys with cutlasses are a different story. They're absurdly fast and they 
    attack in groups, and if you run out of space you will quickly find yourself 
    surrounded and hacked to the floor. Try very hard to stay out of their way, 
    and keep moving, because they also chuck spiky cannonballs which do horrible 
    damage. Luckily they're weak enough to be dropped in groups by one or two 
    Danger: 3/5
    Very fast and apparently invulnerable. You'll meet six or seven at the end of 
    the Lab, but if you outrun them and stay out of their range they are nothing 
    more than a frightening array of sharp teeth. It's a nice touch that the first 
    panzer spider you meet will gladly destroy them for you.
    Danger: 5/5
    Recommended weapon: SMG
    I'd rather meet a panzer spider than just one of these efforts. They're like 
    Painkiller's executioners, only much tougher and smarter. There's always some 
    sort of trigger which will allow you to attack and destroy the preachers only 
    after you've found it - for instance: killing off all the other surrounding 
    minions first; destroying nearby cars; whatever. Meanwhile you have to avoid 
    letting them hack your head off with their axes, and dodge the axes when they 
    occasionally chuck them at you.
    Don't waste your shots on them until you find and activate the trigger - they 
    are invulnerable up until you find whatever it is that's making them so and 
    turn it off. Once they can be damaged the boltgun or SMG should make short 
    work of them.
    Sometimes they will fling their axes at you when they're at low health, and 
    then will try to bellyflop you in a kamikaze attack. These attacks hurt a LOT, 
    so avoid them.
    Preachers' souls are worth 6 health points instead of one, and are coloured 
    red, not green.
    Danger: 4/5
    Recommended weapon: Freezer
    No minion capable of being frozen with one shot deserves five stars, but these 
    guys are right up there with the other fours. Their guns are bad enough, but 
    when a monster calls in a full air-strike on your head you know you have a 
    problem. They're very rare though.
    Officers' souls are worth 6 health points instead of one, and are coloured 
    red, not green.
    Danger: 3/5
    Pretty much the same as German soldiers, only a bit taller.
    Danger: 4/5
    See German Tank.
    Danger: 1/5
    Yawn. Draw them into one big group with some slick quick-jumping, then 
    splatter them all to bits with a grenade. Pathetic. You also get giant slaves 
    later, but so what.
    Danger: 1/5
    You'll find these at the beginning of the Orphanage, inhabiting the swamp. 
    They jump around a bit and could do you a little melee damage, but the 
    painkiller can see them off easily and quickly. They don't even carry souls.
    Danger: 4/5
    Recommended weapon: Freezer
    These things just look like another basic minion, except a bit spikier. Until 
    they stab their dolls, and you find your armour and health disappearing at an 
    alarming rate. Freeze them the very second you spot them, as their unique 
    attack isn't melee or projectile - it's just incredibly painful.
    The Stone Pit versions are twice as big and twice as mean. These things are 
    dreadful, and even one strike can hurt a hell of a lot. They can't be frozen 
    either, which is just lovely. Keep your distance and use your gold cards.
    Danger: 3/5
    Some run at you and swipe your face to bits; some run at you and detonate 
    themselves in a damaging explosion; some lob limbs at you from a distance. 
    They assemble themselves from bits of fallen comrades, so you could kill one 
    zombie and collect its soul, only to watch it spring up again and start 
    They're not hard to destroy, but there are lots of them in the Dead City, and 
    time is of the essence if you want that level's card. The ones who detonate 
    themselves can be killed faster if you shoot at their heads.
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                              |    3. WALKTHROUGH    |
    This is the main walkthrough section, taking you through each level until the 
    final confrontation with King Alastor.
    Each level has my own rubbish introduction, followed by information on each 
    level, such as numbers of monsters, ammo, holy items, etc. I've also noted the 
    tarot card condition for each of the levels, as well as the card you'll 
    acquire when you successfully complete them.
    Within each walkthrough section are my notes on checkpoint locations and the 
    progress I made towards picking up each level's tarot card. You might tackle 
    certain things in a different order, or achieve different tarot card scores or 
    whatever. My notes are just meant to give you some orientation rather than be 
    considered rules carved in stone.
    Good luck :)
                              3.1 - LEVEL 1 ORPHANAGE
    It's a lot like Asylum from the original game, and it has shades of the 
    Shalebridge Cradle from Thief 3 (but then I compare every fps game level to 
    that masterclass). And the tarot condition is a bastard in such a tight level.
    If you manage to get 150 gold or over in this first level you'll be in luck, 
    since you can then bring in your Vitality card for the subsequent levels.
    GOLD: 153
    ARMOUR: 2
    AMMO: 38
    OBJECTS: 10
    -=#=-	-=#=-	-=#=-	-=#=-	-=#=-	-=#=-	-=#=-	-=#=-	-=#=-	-=#=-
    Turn around and start jumping across the logs and islands. You can only go one 
    way, and you'll have to fight off a few sprites before you eventually reach a 
    place where the water is too wide to jump across without taking damage. Quick-
    jump from the inner end of the plank to the outer end, then across to the 
    land, and you should just make it. Farther on is a secret island at the back 
    with light armour and two mega ammo packs. ~
    Get back to where you started (jump up that tree to get back across the big 
    gap) and up the stairs to the orphanage, past more sprites. Don't hit the 
    checkpoint yet - instead pick up the stakes and run around to the right. You 
    can climb up the rope / vine ladder thing on the corner of the wall to reach 
    the next storey, where there are some chests with coins in them. There's 
    another, separate ladder on the corner of that wall, so climb up to the second 
    secret area for the freezer ammo. ~
    Now drop back down and hit the checkpoint.
    You'll materialise inside in the foyer of the orphanage. When you approach the 
    stairs a ball will bounce down towards you, making you crap yourself (I nearly 
    peed a little here), but the first real danger is at the top of the stairs and 
    to the right, where you'll meet your first evil girl. Kill her without delay, 
    and proceed down the hall to meet another evil girl and a pinokio on the bed. 
    Grab their souls.
    Those pigs are - naturally - piggy banks, so shoot them out for the gold, then 
    head back down the hall to the next checkpoint.
    Watch the ghostly nun float through the mesh and past you, then go through 
    into the library. The only way to kill her off and get her soul is to run up 
    the staircase at the back and grab the shotgun from the very top. She dies and 
    the evil boys appear, so let them come to you and freeze them when they 
    arrive. There's another girl at the end, then you can drop all the way down to 
    get the shotgun ammo and hit the next checkpoint.
    Quick-jump to the health on top of the teddy bear in the corner and pick off 
    the pinokios from safety. The next room has evil boys and one evil girl, and 
    you can do yourself a big favour by using your freezer ammo in here (there's 
    more in the back corner).
    Kill off the pinokio after you've picked up the stakegun, and duck into the 
    room around the corner. In here are two bedrooms full of evil girls, so start 
    chucking grenades around. Pick up the souls and ammo, then head back to where 
    you were a minute ago.
    Kill off more evil girls, kick the ball about for a bit, and get the coins 
    from the piggy banks and the ammo from behind the table.
    A preacher appears with his gigantic axe, but you needn't bother wasting your 
    ammo on him. He won't die until every evil girl and boy in the upcoming halls 
    and stairways are gone, so get busy with the shotgun while you work your way 
    along. Pick up the armour and stakes in the oven in the first room, the 
    shotgun ammo all the way around and down the stairs, and the freezer ammo on 
    the back wall of the last room; then stand at the back right of the last room 
    while you let all the kids come to you up the curving stairs.
    Pick them off with stakes or freezer shots, then shotgun the big guy to the 
    deck once all the kids are dead. Drop to the last checkpoint, with only one 
    enemy left to kill.
    There's another one of those nun ghosts in here, and this time what kills her 
    is going up the ramp to the flamethrower and setting fire to her once she's 
    lobbed two fireballs at you and is floating past the short wall opposite the 
    one at which she first appeared.
    Then hit the exit.
    TAROT CARD: Weapon Modifier (Gold)
                              3.2 - LEVEL 2 LOONY PARK
    This could have been brilliant, but as it it's just really good. This is one 
    of the two levels which lessen the replayability of the whole game, though 
    only if you're going for the cards.
    I clambered and quick-jumped all friggin' over this map; on top of every 
    building; climbing up the ferris wheel; hiking up the side mountains; looking 
    for the holy items: then I found them all in the main area. Typical.
    The tarot condition is a bit misleading - I took it to mean that enemies who 
    died without my help wouldn't count. But it actually means monsters who die in 
    any way, not just monsters who die from your weapons.
    I've twice managed 87 kills for the card in this level, but the first time was 
    the cruellest thing ever - a fireball from one of the last crustys on the 
    circuit caught up with me JUST as I was about to touch the exit, and I died. 
    There was much weeping. But then I got 87 the very next time, and there was 
    much rejoicing.
    The Vitality card is crucial for this level.
    GOLD: 548
    ARMOUR: 4
    AMMO: 32
    OBJECTS: 41
    SILVER: Vitality
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    Always look behind you at the start of any FPS game level - it should be law. 
    And try to save your stakes while fighting the monsters, as they can help you 
    reach a secret area later.
    Move forward and get jumped by clowns. They're easy enough if you just keep 
    moving, so get their souls and the ammo packs once they're gone. The coins in 
    this level are mostly found in the benches, so shoot them out when you find 
    Before you hit the checkpoint go to the left of the area to the inverted v-
    shaped support holding up the monorail tracks. Quick-jump up this support and 
    onto the top of the big ice-cream cone. At the back of the ice-cream part is a 
    super-health pickup in the first secret area. ~ By the way, you may very well 
    want to leave this alone for now, since it can help you out far more later on.
    Drop to the checkpoint in the ticket booth.
    Jump over the spikes and through the turnstiles.
    Get rid of the crustys before they can incinerate you, and pick up the three 
    mega ammo packs (leave the health alone for now). I spent years in here trying 
    to get the crustys to kill each other with their flamethrowers - I managed it 
    too - until I realised that's not what I had to do for the card.
    There's a medium armour hiding behind the back of the pillar in the middle of 
    the House Of Pain porch area.
    Twelve corns in here. Grab the light armour if you need it, avoid the big ball 
    which gets shot off the chute in the background, and jump around with the 
    stakegun to take out this bunch of monsters.
    There's another barrel on top of the shop, for some reason.
    Fight all you want in here - just don't let your health drop below 100. If it 
    does, reload from the checkpoint save. Watch out for the flying crustys with 
    homing missiles.
    Once the enemies are all dead, pick up the health pickup to boost your health 
    to 150, then hit the checkpoint.
    Before you hit the rollercoaster you'll want more armour, health, four holy 
    items, and the remaining three secret areas.
    Turn and face the House Of Pain, and look at the two vents hanging over the 
    ground at the left end of the front of the building. The one on the right has 
    a flap which swings back and forth when you shoot it, so stand on the thing 
    underneath and shoot stakes into it until it's stuck open. 
    Now run up the spiral walkway inside the fenced area and jump from the top 
    onto the roof of the House Of Pain. From here jump onto the lamppost at the 
    same corner of the building as the two vents, then from the lamppost into the 
    vent itself. In this secret area are two holy items and a corpse. ~ If the 
    corpse gets in your way when you're trying to pick up the relics, try freezing 
    it - worked for me.
    You can also get into this vent by just jumping off the thing underneath it, 
    but the corpse has to be in the right place on top of it for the height.
    Now for the other two relics. Drop out of the vent and run back up the spiral 
    walkway. This time drop off onto the roof of the other building - the Acid 
    Bath. Run to the left and duck under the first three pipes, running right 
    along the edge of the roof. When you reach the far corner jump off onto the 
    roof of the merry-go-round and go to the back where there is a mega ammo pack 
    in the third secret area. ~
    Now drop to the ground and shoot the barrel next to the ticket booth on the 
    corner of the Acid Bath. Walk into the ticket booth and the doors to the 
    building will burst open. This is the fourth secret area with the last two 
    holy items, and much needed super-health and armour pickups. ~ Jump onto the 
    bouncy platform on the left and it will propel you to the next one. Change 
    direction to aim for the next square every time you land on one, and you 
    should arrive at the back with little or no health loss, like a true UT Bunny 
    Tracker. Get the pickups and go back to the start, then use the same platform 
    you hit first to jump through the open window.
    You have killed 67 monsters by now, and ideally you should have 250 health 
    (Vitality card) and 200 armour. This is the maximum you can have, and it's 
    very necessary. If you have less than 250 health you have a problem - 
    hopefully you left one or both of the super-health pickups alone earlier, so 
    pick them up now to help you out if needed.
    By the way, you can quick-jump across the chasm separating the front of the 
    town from the huge area in the rear. The back area is full of buildings and 
    there are lots of things to climb up and jump off of; but there's actually 
    nothing there of worth, and once you've crossed you can't get back over again 
    (at least I didn't find a way in about forty minutes of exploring). So don't 
    Right. Now. Run up that spiral walkway you opened earlier and go into the hut 
    for the next checkpoint.
    You've killed 67 monsters before you even get on, so you can afford 21 more 
    kills. The car itself is going to hit roughly that amount (no more, possibly 
    less) on its way around the circuit, which means that you can shoot any 
    monster you see standing on the track (all corns), but no others. The shotgun 
    is the best for the ride, as it should now kill every enemy it hits with one 
    shot, no matter the distance. You get the soul of each monster the car hits, 
    as though you had Soul Catcher equipped, so this might help bolster your 
    health a bit.
    There are certain areas of the track which you will definitely want to watch 
    out for. There is a place where the car smashes through an explosive barrel, 
    dealing you damage you can't afford - try to shoot the barrel before you reach 
    it, but don't worry about killing the corn next to it, as this was going to 
    happen anyway. There is also a high roof with four corns standing on it, and 
    they will all be firing at you. They can accidentally kill each other, so if 
    you see one of them die as you pass, you may not be getting the card.
    You will probably also get a Morph at one point, and this might be the 
    difference between completing the circuit and dying along the way. If you can 
    Morph past even one stretch where you'd normally take damage, this should be 
    enough to see you through (if you started the ride with full health and 
    Basically this ride is just a case of sitting still and hoping you reach the 
    end. The car rides into the exit at the end of the circuit. Good luck.
    TAROT CARD: Magic Gun (Gold)
                                 3.3 - LEVEL 3 LAB
    This is kind of like the Abandoned Factory from Painkiller, only much crapper. 
    This really is a half-arsed afterthought of a level - even the secret areas 
    are weak as hell.
    Be as stingy as possible with your boltgun ammo - never overestimate it. If 
    you're still having trouble you could probably afford to put the Replenish 
    card on the board, though I only went with Vitality to build up my gold for 
    future levels.
    GOLD: 456
    ARMOUR: 4
    AMMO: 56
    OBJECTS: 68
    SILVER: Vitality
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    Pick up the boltgun and the armour and then carefully snipe out all of the 
    commandos ranged around the high points of this square (use your zoom key). 
    Once they're gone more drop to the ground, and there are one or two in the 
    fenced area which will open up. Make sure that each commando dies with just 
    one shot of your boltgun (one mouse button tap, not one round) - this is how 
    to conserve your ammo for the card.
    ______________________________V1.4 CONTRIBUTION_______________________________
    Thomas Tarpey <arbiter_of_chaos@yahoo.com>
    "I checked to see if you said this, but I didn't see it and you didn't write 
    as though you knew it (and it may not be applicable in Nightmare/Trauma [I've 
    only played on Insomnia so far]), but on the Lab, you are only required to use 
    the Boltgun; it's not like the Town in the original where you were limited to 
    using Stakes only.  You can use both the Bolts and the Heater bombs in the 
    level, which can be useful when you come across large groups of enemies (or 
    Nurses anytime, due to the difficulty of hitting them with the bolts)."
    Nope, I never knew this. I spent friggin' years toiling through that cruddy 
    level with bolts only, and what annoys me most is that I made it. Thanks, this 
    will save me headaches in future.
    ______________________________V1.4 CONTRIBUTION_______________________________
    Make sure you pick up all the ammo packs before you hit the checkpoint.
    Stand at the right end of this corridor and zoom your boltgun along at the 
    barrels on the far stairs. Wait for the commandos to appear on the stairs (not 
    just the first commando) and shoot out the barrels to get rid of them. More 
    will drop down, so shoot out the barrels on the right, then the ones on the 
    left. This should take care of most or maybe all of them.
    Collect the coins and souls, but don't bother shooting any barrels still 
    intact. Run up the stairs and collect the ammo on the far end. Then go down 
    the side hallway.
    Push one of the canisters to the back corner so that you can shoot it when the 
    commandos arrive. Then shoot one of the long containers to kill the others. 
    Run along to the dead end for the armour and ammo, then quick-jump up the bit 
    of broken ceiling.
    Turn around and drop off the right of this roof to land on the window ledge 
    below. From here you can make your way along to the back wall. There is a holy 
    item in a secret area tucked into the corner. ~ And you can also run along for 
    the super-health in the second secret area. ~ You can also reach these secrets 
    by pushing one of those big barrels you shot earlier outside and quick-jumping 
    up it, but this is immensely tedious.
    Now make your way back up to the place you just dropped from and run along to 
    the next checkpoint.
    Snipe away the three commandos who appear on the back roofs - wait until they 
    stop moving before you fire. Pick up the ammo from both corners of this roof 
    area and go to the next inner area.
    This place is tricky, because the nurses are so slim that they often take more 
    than one shot of the boltgun to die. Do the best you can, and just make sure 
    the commandos all fall with one shot each. Pick up all the ammo along every 
    wall and on every shelf, and kill the caged doctor by moving one of the 
    gasoline barrels next to the mesh and then shooting it out from a distance.
    You could also try moving one of the barrels out into the main corridor and 
    shooting it out to take down two or three of the nurses at once - worked well 
    for me. Just save one of the canisters for the doctor.
    Drop down and shoot out any barrels you see in the room whenever the minions
    are near them, except the ones in the elevator. Turn around and look in the 
    elevator after a few seconds, as more commandos will be dropping down and you 
    can shoot out the barrels to kill all four of them.
    Clear this room out, including the idiot commandos who will probably be trying 
    to kill each other.
    Head up into the next room and get rid of the grenade-lobbing commandos very 
    quickly, before they can do you damage. Now move that single barrel over to 
    the broken section of the mesh and shoot it out. You should hopefully kill at 
    least two of the doctors, so bolt the others to the deck. If the barrel gets 
    burst accidentally beforehand, or if it explodes but doesn't damage the fence, 
    just chuck a grenade down next to the broken mesh and it should open it up.
    By the way, don't trigger a Morph in here if you can possibly avoid it. Wait 
    until after the next checkpoint.
    Now nurses jump in and run towards you, so take them out too and then grab the 
    super-health pickup. Get up the ladder and take the armour and all the ammo 
    before you hit the next checkpoint.
    Drop onto the plank against the back wall, then down to the next plank, then 
    turn around and try to fall through the quad damage on your way to the bottom.
    This is the area which has the biggest bearing on whether or not you can get 
    the card. You've got a lot of shooting to do in here, plus you then have two 
    more sets of enemies up above you.
    Tons of commandos will spawn from this Halflife-ish area, so trigger your 
    Morph as soon as you can (most effective if you just shoot at the spawn-point 
    in the middle). If you had the same amount of ammo I had when entering you 
    should be OK for the rest of the level, especially if you get a Morph and the 
    quad damage. This is also a great area to trigger Magic Gun, if you have it - 
    use it at the same time as the quad damage. Watch out for explosive barrels 
    falling from above - they can take a lot of your health and armour.
    When the last of the commandos is dead the big barrel on the back wall will go 
    on fire. Shoot it out with bolts to make it explode, and jump onto the square 
    to be shot upwards to the high platform to the left.
    A few nurses will appear around this first level, so remove them and shoot out 
    the next flaming box. You can quick-jump onto this one from the side to hit 
    that pipe above you, then run along and grab the holy item from the third 
    secret area. ~ Or you can just jump onto it to hit the near half of the next 
    surrounding level, where you will meet a few gremlins.
    You'll probably have to run along the pipe to get the two gremlins on the far 
    side, and you can drop down to that holy item if you didn't get it before.
    Use the last square to bounce up to the highest pipe, then grab the armour and 
    climb off the far end where the leaning plank is. Pick up the ammo and 
    approach the big door. It will lower and let through more gremlins and nurses. 
    Once they're dead pick up the ammo and go to the last checkpoint.
    Step onto the long ladder and go all the way down into the sewers.
    Once in the sewers you can drop to the goop or run along one of the sides - 
    it doesn't much matter. Run along for a bit and soon the walls will close and 
    then open again. Now you're being chased by gigantic piranha fish, and you 
    have to quick-jump all the way around the sewers to the far end.
    Don't bother shooting at them or shooting out the barrels when they get near. 
    They're as fast as you and you can't harm them in ways that are useful. Run 
    all the way around to the end, where you will meet your first panzer spider.
    This guy seems to be on your side. Jump onto that ladder and wait for the 
    spider to stamp on the ground, killing the piranhas and dropping a soul worth 
    six health points.
    Not that you need it, since the ladder leads to the exit.
    TAROT CARD: The Sceptre (Gold)
                               3.4 - LEVEL 4 PENTAGON
    Pfff... Not nearly as impressive as Necrogiant or Guardian from Painkiller, 
    and the arena's a bit shabby too. 4:00 is easily doable, but trying to get the 
    holy item and super-health makes it a bit harder. Kind of.
    GOLD: 100
    ARMOUR: 2
    AMMO: 17
    SILVER: Vitality
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    Grab the armour from among the nearby boxes, and pick up a few mega ammo packs 
    too. Start hitting the Spider with the shotgun or chaingun, running around in 
    circles all the time to keep him from hitting you or stamping on you. You can 
    dodge the fireballs by moving behind or among the boxes.
    When you see him rearing up in the air push forward against the box with the 
    holy item on top of it (or one of the boxes in that stack), so that his stamp 
    bounces you high enough for you to land on top. Now quickly pick up the relic 
    (it represents the 100 gold in the level) from the secret area. ~ You can get 
    the super-health in the same way.
    When he reaches half health he will become electrically charged and 
    invulnerable, and start stamping around in circles, seemingly ignoring you.
    Sooner or later he will come to a stop in one of the four corners. He will 
    turn to face you and start building up a charge of electricity in his mouth. 
    Run up to him and shoot the ball of electricity with your shotgun. He will 
    start shivering on the spot, and remain like that for about ten seconds.
    This is where those four guns come in. Each gun fires to the right of the 
    centre of the room, which means that you must pick the correct gun to hit the 
    Spider where he is standing. Choose whichever gun is right of the one he's 
    standing nearest, in clockwise order. In other words, if he is standing in 
    corner 1, you go to the gun in corner 2, in a clockwise direction.
    Run into the gun chamber and stand on the gun platform to fire it. The shell 
    should hit the Spider and his charge will disappear making him vulnerable 
    Run around shotgunning him again, and go for the other armour. Just when you 
    think you've finished him off he will pull his invulnerable electric pish 
    again, and you'll have to do what you did before. Once his charge has been 
    removed for a second time you can just finish him off with any weapon.
    TAROT CARD: Health Regeneration (Silver)
                               3.5 - LEVEL 5 DEAD CITY
    This is like taking a wrong turn in a Carmageddon race. You suddenly find 
    yourself in some backwards zombie city, trying desperately to find the way out 
    before your 20:00 timer runs down.
    The Dead City is a pretty horrible level in every way. It's going to be 
    extremely hard - nearly impossible - to get all the secret areas and the 
    card at once. There's also a lot of gold to be had here, but don't waste time 
    going for it if you're trying for the card. 
    Hopefully you have enough money to put my recommended cards on the board - 
    this combination will help enormously. I'm certain that Soul Catcher is the 
    card that helped me get the times below, as when I didn't use it I usually 
    ended up overshooting by about a minute and a half. Quick-jump constantly in 
    here, as you're too slow without it.
    GOLD: 944
    ARMOUR: 11
    AMMO: 72
    OBJECTS: 99
    SILVER: Soul Catcher / Vitality
    GOLD: Iron Will
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    Pick up the armour and shotgun ammo, then run out quickly to the super-health 
    across the road. A panzer spider will appear from the left end and begin 
    stamping around, so shotgun him down and then kill off the zombies bit by bit. 
    The fastest and easiest way is just to run close to them and then run away 
    again - most of them will detonate themselves when you get close enough. Don't 
    be scared of using your rockets on them either - anything to get the hell rid 
    of them. You can also shoot out the vehicles all through this level to make 
    them explode.
    Approach the back wall, opposite the stairs you started on top of, and the two 
    sandwich boards should explode in a shower of coins. There is another super-
    health pickup sitting in the hole in the ground. Make sure you pick up the 
    other armour and all the ammo packs around, then go over to the checkpoint.
    Run along to the end of this walkway and look up. Stake the zombies in the 
    head before they vomit over you any more, then the sandwich board explodes and 
    you can go around the corner to the next checkpoint.
    Jump along the outer edge of the railings beside the barrels to reach the 
    first secret area and holy item in the far corner. ~ Don't go too close to the 
    barrels or they will explode and do you continuous damage.
    Drop to the ground and wait for the zombies to splat all over the place. They 
    start coming to life - sort of - but you'll probably be on a Morph in here so 
    it's an easy area. Do what you did before - get them to detonate themselves 
    when you pass, and use your Morph if you want, though it's probably more 
    useful in the next area.
    Pick up the armour and ammo before you leave.
    In here are some dragonflies and some more zombies. Get rid of the dragonflies 
    with the flamethrower or with some nifty shotgunning, and erase the zombies as 
    quickly as you can. Pick up the armour, ammo and super-health, and quick-jump 
    along the street to the next checkpoint.
    You have to work your way up to the top of the first fire escape and then jump 
    over to the next one (quick-jump up the stairs, as they are quite buggy). At 
    this point you can turn around to get to the next secret area. 
    As far up the second fire escape as you can go, jump over onto the window 
    ledge between this fire escape and the first one. When you land on the ledge, 
    face the nearest outer corner of the railings of the first fire escape and 
    push backwards so that you're walking backwards into the window itself, 
    without falling off the ledge. 
    This is the tricky bit: jump on the ledge with the backwards key held down, 
    then push forward as you land, so that you're effectively doing a forwards 
    quick-jump immediately following an unmoving backwards one. This is the only 
    way I've found to reach the otherwise inaccessible second highest level of the 
    first fire escape, and you may do a lot of reloading. From here you can hop 
    over to the low roof and pick up the armour and three holy items. ~
    Now jump back across the fire escapes and over to the checkpoint on the third 
    one. Use the window ledges to help bridge the gaps, but don't worry if you 
    miss the checkpoint - the game continues anyway, and you can save time by 
    deliberately skipping it.
    Grab the armour from the corner to the right, then run along to engage the 
    spider. Drop it with some chaingunning, then wipe away the zombies. Then some 
    dragonflies vector in, so whip out the flamethrower. If you run out of ammo 
    (there's a mega ammo pack against one wall) try using the electro or the 
    shotgun. Another bunch of dragonflies swoops down when the first lot are gone 
    and when you think you're going to the checkpoint, so try to get them out of 
    the air quickly. 
    There's a super-health away off to the side, and a holy item on a high ledge 
    near the mega ammo pack. You can get it later if you have time.
    Run to the checkpoint - this time it will stick around.
    [TAROT CONDITION: 10:28]
    Kill the tall zombies with your weapon of choice, letting the others detonate 
    themselves when you pass. Pick up the armour tucked behind the ticket booth at 
    the entrance, but don't go for the super-health, as the booth will lock and a 
    preacher will appear with some zombies (the preacher counts as a monster; but 
    the zombies don't, as you can't kill them). You can't afford this waste of 
    There's another holy item in the secret area behind the two cars in the corner 
    - grab it and the mega ammo packs. ~
    The checkpoint appears at the bottom of the side ramp.
    [TAROT CONDITION: 11:30]
    Run to the back of this floor and wait for the zombies to be catapulted in 
    from outside. I like the SMG for this area, but let as many zombies explode 
    themselves as you can.
    Get the super-health and ammo before the next checkpoint.
    [TAROT CONDITION: 12:57]
    Pick up the heavy armour and avoid the first preacher. Quick-jump past the 
    nearest car to explode its proximity bomb, then the preachers become 
    vulnerable. Start hitting them with the boltgun and collecting their red 
    souls, and make sure you stay away from all the other cars.
    Pick up the super-health if you need it and then hit the next checkpoint at 
    the door.
    [TAROT CONDITION: 13:34]
    Approach the big locked doors to open them, and be prepared to chuck a couple 
    of heater rounds at the big bunch of zombies to get them out of the way fast.
    Before going through the teleporter at the end of this tunnel, you could jump 
    out of the end window and land on the lowest ledge far below to the right. 
    From here you can quick-jump around the ledges and into the corner of the 
    building, where that holy item you saw earlier is perched in its secret area. 
    ~ This takes a long time though, so only do it if you're confident.
    Anyway, go through the teleporter and around the hallway to meet more zombies 
    in the restaurant. Clear them out - including the ones on the balcony - with 
    rockets or a Morph, and grab the mega ammo pack before hitting the checkpoint. 
    Try to kill the ones spawning behind the counter first, because if you leave 
    them till last you waste more time waiting for them to appear one by one.
    Kill off the first four zombies before you do anything else - because if any 
    run through the doorway you just came through and get stuck on the other side 
    when it closes behind you, you will be stuck in the level and unable to 
    continue (unless they manage to detonate themselves from behind the door).
    The doors at the far end open to reveal some zombies milling around in the 
    porn shop (thank-you, Duke Nukem). Introduce them to a few grenades, kill the 
    slaves coming from the stairs, then pick off the ones ranged along the 
    The checkpoint is in the stairwell.
    [TAROT CONDITION: 15:43]
    Immediately jump into the gap between the stairs and drop all the way to the 
    bottom (there's nothing upstairs). Collect the ammo and approach the doorway 
    to get the zombies to appear. When they do they'll be coming through that low 
    door and from upstairs, so just sit in the corner under the stairs, where the 
    ammo is, and unload flames at any zombies you see that aren't yet on fire. 
    This is easy and you'll have a nice pile of souls to collect when they've all 
    been incinerated.
    Now get outside and pick up the mega ammo packs and the heavy armour. There's 
    a holy item on a perch above you, but ignore it for now.
    The checkpoint is at the end of the alley.
    [TAROT CONDITION: 16:31]
    This part is the worst in the level, and it really can make you haemorrhage 
    the seconds. There are two preachers in here lobbing vehicles around and doing 
    you severe damage whenever they score a hit, which is always. Of course you 
    can't kill the preachers yet, and you can only hurt them once you've killed 
    the eight zombies dotted around the street (originally seven, but one spawns 
    in later).
    There are various armours and super-healths scattered about, including a heavy 
    armour on the big sloped road rising upwards to the right of the checkpoint 
    you're at.
    Anyway, run behind the van on the right to kill the first zombie and get the 
    super-health. Now start running around, killing the remaining zombies, 
    avoiding the cars, and picking up the pickups if needed. This is the area 
    where you should trigger your Iron Will card - it's very difficult without it.
    With the zombies dead the preachers become vulnerable, so nail them to the 
    wall with your boltgun or SMG, and skip ye merrily to the checkpoint.
    [TAROT CONDITION: 17:18]
    Run through the cars until you see the ones in the distance begin to explode, 
    then quickly run back to safety until the explosions have stopped.
    The panzer spider miniboss will then emerge from the far end of the tunnel, 
    and he will take a serious beating before you can finally drop him. You may 
    even wonder if your weapons are having any effect at all. I went with the 
    chaingun then the shotgun then the boltgun then the rockets, blah blah. Avoid 
    his many stamps and stay away from the vehicles in the area.
    He will eventually fall and you can drop into the exit in the manhole.
    You may want to get that holy item if you still think you have time. Push the 
    car nearest the alley (you could use a lot of luck here - sometimes none of 
    the vehicles are near the alley or can be pushed around in time) around to the 
    bins and jump up onto the ladder. From here you can quick-jump up to the 
    platform and across the window ledges to pick the relic up. This isn't a 
    secret area, for some reason, but it does get you every holy item in the 
    Quick-jump like hell to the exit and hope you make it in time. If you're 
    wondering where the missing kill was, it was the preacher you skipped earlier 
    when you entered the multi-storey carpark.
    TAROT CARD: Demon Morph (Gold)
                               3.6 - LEVEL 6 LENINGRAD
    This is like Call Of Duty, except without the annoying squad members getting 
    in your face all the time. At first it seems impossibly hard, but once you 
    know where the enemies will be and how they'll be attacking it gets much 
    The tarot card condition is always going to be tough in a level with enemies 
    this accurate, so your cards and economical use of the health pickups can save 
    your arse in the end. My scores were achieved with the help of my recommended 
    silver cards; though I never used my gold cards, just in case you can't yet 
    afford to place them. You might want to consider using Health Regeneration if 
    you have it, in place of Soul Catcher.
    Do not be gung-ho in this level - take it slow and carefully, like in Call Of 
    Having found four out of the five secret areas in this level, I spent decades 
    running all over it, making seemingly impossible quick-jumps into every 
    window, dropping down the buggy back of the map and into the skybox, 
    frustratedly trying to find the last remaining secret; and then I found it in 
    a little dark side room with nothing inside. Well, that sucks.
    GOLD: 834
    ARMOUR: 5
    AMMO: 112
    OBJECTS: 119
    SILVER: Soul Catcher / Vitality
    GOLD: Double Time Bonus / Iron Will
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    Shoot the barrels nearby just in case they damage you later, and pick up the 
    ammo from beside and inside the rooms to the right. Quick-jump along to the 
    armour and super-health, and the first enemies will spawn and come at you.
    The Russian soldiers aren't tough, but they are among the most accurate of 
    BOOH's minions. Sitting in the back corner where you found the flamethrower 
    ammo will allow you to shotgun any who poke their heads around the corner, and 
    the tank doesn't come round there either. Whatever you do, watch out for their 
    Take out the tank with your limited rockets or your SMG, and get rid of the 
    snipers in the windows at this end of the street. Farther down are two more 
    stationary soldiers, so shoot them and try to grab their souls.
    At the other end of the street are two tanks lurking, and you will soon meet 
    more soldiers; and a Russian officer, whom you should freeze with all haste. 
    He'll call in an air-strike on the middle of the street, so don't be anywhere 
    near when it hits.
    Once this little lot are gone you can pick up any ammo you've missed and go to 
    the checkpoint in the tunnel.
    Another street. The first bunch of soldiers isn't difficult, but then you get 
    another officer with another air-strike. Freeze him and erase the next platoon 
    with your SMG or chaingun. Try not to stray into the middle of the street 
    while you're fighting the ground soldiers, as there are three snipers in the 
    left windows.
    Kill off those snipers once you've grenaded the third group of soldiers, who 
    will emerge from beside the gate on the other side of the street. And pick up 
    the armour and ammo too.
    Before you go to the checkpoint, jump up into the window where the middle 
    sniper was. This is the first secret area, with a holy item in it. ~
    Quickly chuck a couple of grenades into the room on the left, and pick up the 
    souls of the soldiers you kill. Now pick off the guys above you with the 
    stakegun, and try to draw in the souls of the lower ones with Soul Catcher, if 
    you have it equipped. There is ammo beside the flames and coins in the 
    Shoot the barrels out when the first soldier appears from around the bottom 
    corner, and SMG the rest. Down in the hallway are lots more soldiers, so duck 
    into the room on the right and let them come to you. You'll get a Morph 
    somewhere between this checkpoint and the next, so try to make the most of it 
    when it comes.
    Collect all the ammo and coins (those explosive boxes can be shot for more 
    gold), then move into the next hallway once you've shot the tunnel free of 
    barrels. Before you move forward and trigger the soldiers' appearance, chuck a 
    grenade into the room on the right to clear the barrel out of the doorway.
    Now get into that room, kill the two soldiers and start cutting down the 
    others. Same again - collect everything from here once they're dead and move 
    on to the third hallway. Pick up the health if you need it.
    Throw a grenade into the room on the left this time, to explode all the 
    barrels. This time some German soldiers will come at you, and a nicely timed 
    electroburst can drop them all in one group.
    Head up the stairs in the back, collect the ammo, and hit the checkpoint.
    There are five more barrels in the next room, and when you shoot them and pick 
    up the coins the wooden door will burst open in the wall, allowing six more 
    German soldiers to come out and cause trouble. Lob in a grenade or chaingun 
    them to the floor.
    In that little room is a mega ammo pack, a super-health, and a heavy armour. 
    This is pretty nice, but if you have somewhere around the health and armour I 
    already have, you may want to leave the super-health alone for now, as it can 
    win you the level's card later on. Pick up the armour at least, as it is 
    useless otherwise (I left it alone so you can see that it's still possible to 
    proceed without it - this is why my armour appears lower).
    Now quick-jump through the other doorway and all the way to the back right of 
    the street, lobbing a rocket ahead of you as you go. The rocket should kill 
    all four of the soldiers here, leaving you to duck into the tunnel and catch 
    your breath.
    You can now poke your head out and snipe away the four high snipers with the 
    stakegun or SMG. This produces the next checkpoint, but you should quick-jump 
    up into the window of the building to the right of the tunnel, the one with 
    the bed hanging out of it. In here is a secret area with a holy item and a box 
    full of gold. ~
    Walk into the street and hug the wall to the left. Opposite this spot some 
    soldiers will come through the door, so send a rocket their way and freeze and 
    shatter the two detos coming at you from the left. Snipe away the lamer in the 
    window on the facing wall, then run over to the wide bit of pavement 
    underneath his window.
    A tank will come along the street, but you can smash it with just two rockets 
    or a burst of the SMG from the safety of your corner. Now more soldiers will 
    come running round to get you, but the flamethrower can make short work of 
    them, and ideally you won't even lose any health.
    The third secret area - the one I couldn't find for days and the last one to 
    make the guide complete - is the little room on the right of the street, just 
    past the corner you just came around. ~ Jump through the window to trigger it.
    There are more soldiers ahead, including one on the high balcony. Take them 
    down and use stakes to remove the others standing on the ruined building on 
    the right of the street ahead. Run up the street to trigger the next wave, 
    then immediately turn around and run into the secret room you just passed.
    This bit is tough if you just stand in the street trying to mow these guys 
    down, so duck indoors and let them come to you. I launched an electroburst at 
    the first guy who appeared in the window, and this took out a few of his 
    friends too. Then I used the SMG to drop a few more, but I was pretty near a 
    Morph at this point.
    This isn't a good place for a Morph, so try not to get 66 if you have Soul 
    Catcher. Get out of the room and run around to the right, letting the enemies 
    follow you around the street corner and into some SMG rounds. Beware of the 
    detos while you're at it.
    With this big assortment of enemies dealt with, there are three more detos at 
    the far end of the street to kill off before the next checkpoint appears. 
    There is also plenty of ammo to be had in the rooms of the buildings on either 
    side of the street - collect as much as you can before you head onwards.
    By the way, take note of that arched door currently locked at the top right of 
    the street - you can come back here later.
    This next area is the toughest place yet by far, so don't take it on until 
    you're ready. Poking your head around the first corner will get you some 
    attention from some soldiers and an officer: freeze the big guy before he can 
    call in his air-strike, and machine-gun the others.
    Hopefully you are on a Morph here, so get the last soul from these guys, or 
    from the officers farther along the street, grabbing the armour on the way. 
    Whenever you get the Morph, kill off the first tank and then quick-jump all 
    the way down the long street to the right to meet three more tanks - try to 
    drop all of them with your Morph even if you ignore all the other minions 
    When the Morph wears off you have a big problem comprising legions of German 
    and Russian soldiers, plus a few detos. Don't be stingy by going with your 
    weaker weapons - just break out the rocket-launcher and start blowing them up. 
    Stay nearby to collect the dropped souls and you should be OK.
    Once this end of the street is cleared out you can head back to where you 
    started, in order to take out any remaining soldiers and detos. Kill off the 
    last of them to get the checkpoint to appear, but make sure you pick up the 
    heavy armour from the back left corner, inside the ruined building where the 
    first tank turns around. I recommend you don't pick this up when you start 
    this area - pick it up when all the enemies are dead, and this way you know 
    you're heading into the next section with at least 200 armour.
    Collect all the scattered ammo and hit the checkpoint.
    The good news is that this is the last area: the bad news is that there are no 
    good hiding places.
    Soldiers will begin to spawn from everywhere, including the building on your 
    right. There are also three tanks around the square, and a few detos 
    scampering about.
    There's not much to say here: I just ran around with rockets, trying to keep 
    my health above 150 (with the Vitality card). You'll lose health, obviously, 
    but Soul Catcher can help you build it up again constantly; and once you get 
    rid of the tanks and then the detos things get easier. You will possibly get 
    another Morph in here, so hit the tanks if nothing else.
    Gun down the last of the soldiers to reveal the exit, but there are still two 
    holy items to pick up before you leave. You may also have below 150 health (if 
    you have under 100 and are not using Vitality, you're not getting the tarot 
    card for this level).
    If you left that super-health and heavy armour alone earlier you can head all 
    the way back to pick it up - hopefully this will take you above 200 health if 
    you need it. One holy item is in this final square, in the back of the 
    building to the left of the central statue - approach the exit to cause a 
    large bomb to drop from the sky (stay away while it drops) and destroy the 
    statue, and the explosion will open the door. ~ Another secret area is in the 
    room behind that arched door you passed earlier - it's now open and will give 
    you the fourth and last holy item. ~
    Now get back to the exit and jump in.
    TAROT CARD: Fear (Silver)
                                3.7 - LEVEL 7 COLLOSEUM
    This is a very Heretic-ish level, almost all of which takes place in the 
    corridors surrounding the main arena. None of the minions are particularly 
    tough, even the miniboss, and most of the enjoyment comes from traversing the 
    many traps.
    You will need patch 1.61 to fix the bug associated with this level's tarot 
    card; until you patch the game you will be unable to get the Rebirth card, 
    which therefore means you won't be able to play at the Trauma difficulty 
    GOLD: 1518
    ARMOUR: 8
    AMMO: 118
    OBJECTS: 223
    SILVER: Soul Catcher / Vitality
    GOLD: Double Time Bonus / Iron Will / Rage
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    Nothing very tough in the first room - just quick-jump around in circles until 
    all the minions have come out of their cells, then drop them with some well-
    placed rockets. Finish off the last few with machine-gun rounds, pick up the 
    armour, ammo and coins from the surrounding cells, and push open one of the 
    gates to proceed.
    Same thing again, only this time you'll have to switch weapons a fair bit, 
    since you won't be exactly brimming to the ears with ammo. Make sure you 
    collect all of the souls even while you're jumping around. Press the button 
    behind the checkpoint to continue.
    Another room with side chambers. Quick-jump around until you've got the 
    enemies in one big group, then start shooting out the barrels to save ammo and 
    kill multiple goons at once. Grab the souls, as usual. You can destroy lots of 
    the minions by running into the back left room and shooting the barrels at the 
    door as they approach.
    In the upper room there is a health pickup and some stakes, plus an urn on the 
    high pedestal. Collect the ammo from the cells, shoot out any intact barrels 
    for the gold, and step into the checkpoint.
    Get the coins from all the containers, pick up the easiest holy item you'll 
    ever find, and then grab the shining key next to it. This releases thirteen 
    gladiators, including a behemoth. This doesn't much matter to you though, 
    since picking up four more souls gets you your first Morph and allows you to 
    smear the minions all over the walls with little or no trouble.
    Shoot the urn in the corner and get the gold, then run down the corridor until 
    the gate rises and the rock-throwers spawn in. I like the boltgun versus these 
    guys, but getting rid of them shouldn't be too much of a problem. Just keep 
    quick-jumping and moving.
    Get the health pickup if needed, and the boltgun ammo from the next left 
    corner, and hit the checkpoint. You can't get that super-health yet, so don't 
    worry about it.
    Meh. Fire your painkiller into the wall beside the pedestal when you hear the 
    hammers emerge, and drop them without wasting any ammo. Noobs.
    Pick up the ammo from the left room, and try and fail to collect the coins 
    from the vases around to the right.
    This place is pretty annoying, though not that hard. An assortment of hammers 
    and rock-throwers will jump in when you pick up the armour, but there's 
    nothing a few flames and an electroburst can't cure. Just don't hang around in 
    one corner and miss picking up any souls.
    Get the ammo and the coins from the barrels before moving on.
    Run around to where you were when you met the first rock-throwers.
    Don't shoot the barrels yet - instead approach the super-health and wait for 
    the doors to open. I was expecting to get my arse handed to me by whatever was 
    about to come through that door, but all I got was a bunch of minor 
    Ping the big stack of barrels with your painkiller when the first monster gets 
    near enough, and watch their bits splatter all over the walls. Clear out the 
    remainder with the shotgun and be sure to grab those souls before they vanish.
    You can run past the super-health and get all the ammo, as well as look down 
    at the three behemoths in the lower arena.
    If you're lucky the bars won't be moving in and out - they weren't for me the 
    first time, so I wondered what they were. But if you're unlucky they'll be 
    popping in and out of both walls, so you'll have to just quick-jump through 
    Now this is more like it! Finally, some bloody traps. Painkiller was crying 
    out for areas like this, and it's nice to see them occur in BOOH. It's a pity 
    they're all easy as hell to negotiate.
    Anyway, work your way down to the first gauntlet - a trio of fatal pits. you 
    get spikes, fire, and... well, a bottomless hole would have been nice, but 
    instead you're presented with black goop. Doesn't matter - just quick-jump 
    across and smash the gold out of the chests and the cage (there are more cages 
    in this level, and all contain gold). Now run around to the classic stomping 
    ______________________________V1.4 CONTRIBUTION_______________________________
    "I'm playing Painkiller Battle Out of Hell and am having trouble getting over 
    the fire pit in the colousieum level. Is there a trick to quick jumping I'm 
    not aware of or is it just coordination/timing?"
    About five people have mailed me about this part so far, so it's obviously 
    causing trouble.
    The only trick to quick-jumping is that you have to hit the jump key just as 
    you land after your last jump. Keep jumping as you land (while moving) and you 
    can quick-jump around indefinitely.
    Unfortunately you don't get much room at those pits, so there are two other 
    things you could try.
    The hard way (if you're not used to quick-jumping) is to start quick-jumping 
    around in circles on the middle platforms, taking care not to fall off, then 
    time one of your jumps to land your feet right on the edge of the pit, so that 
    your next jump carries you straight over. You won't get across with a normal 
    The easy way is to do a standing quick-jump. Stand at the edge of the pit and 
    just jump straight up. When you land in the same spot hit forward and jump and 
    you should make it across.
    ______________________________V1.4 CONTRIBUTION_______________________________
    These aren't hard either, and you'll probably get through first time. There 
    are spaces in between that you can stand in. You're then confronted by a 
    wooden walkway with obstacles swinging across it; but drop for the health and 
    ammo first (including the hidden boltgun ammo). Go back up the ladder beside 
    the health pickup and make your way along the bridge. Pause in between each 
    swinging thing to prepare for the next one.
    When you get past the second log the slats under you will collapse, so try not 
    to fall through. Jump past the spiky balls to the plank, then around to the 
    flame corridor.
    All the flames are easy to pass by just hugging the opposite walls, except the 
    two at the end, which can be bypassed by just running between them when they 
    briefly stop.
    Pick up the armour if you need it, then jump through the middle of the first 
    two blade pillars. Quickly hop over the next middle one and sit in the corner 
    to the right. This next pillar is faster, so run around the wall as soon as 
    the lower blade passes your feet, then immediately skip past the next one.
    You're now safe, so pick up the two health pickups if needed, then run 
    Argh! Lots and lots of hammers jump down from above, so let them all land and 
    then flame a few for the souls. This should push you to your second Morph, so 
    remove the remaining hammers and then hope your Morph lasts until the 
    behemoths come to life (I got two of them with mine). Machine-gun any 
    surviving behemoths and pick up their valuable red souls.
    Downstairs, this next little room is a nod to Raiders Of The Lost Ark, so stay 
    still with your chaingun and let the templars come to you. Pick up their 
    souls, avoiding the panels all over the floor, smash the urn under the wooden 
    stairs, and head up to the checkpoint.
    Another room with templars, rock-throwers and hammers. Electroburst, perhaps? 
    And shoot out the barrels before you meet the minions, in case they do you 
    damage. I like the little-used heater for this area.
    Pick up the armour and go through to the room with the - yay! - bottomless 
    pit. More gladiators will come at you from the next corridor, but the driver 
    can fend them off, and you should also get another Morph with which to speed 
    things along.
    More gladiators in here, but nothing you haven't dealt with before. Head 
    through to the fenced area for another big bunch, and try having some fun with 
    the heater - just don't get trapped in a corner.
    Once they're all dead, hit the blue button on the right wall to access the one 
    opposite it. Hitting this one spawns the checkpoint and opens the gate behind 
    the stack of barrels, so shoot them out. Go through the left tunnel to the 
    first secret area, to get that super-health you saw oh so long ago, among 
    other delights. ~
    Pick up the ammo from the outer walls of this workroom, then approach the gate 
    in the fence to trigger the first lot of minions. There's nothing here you 
    haven't mopped up a million times before, so get mopping - grab the souls of 
    the three goons on the ledge with Soul Catcher.
    Go through the gate and pick up the key in the back corner, and more enemies 
    will emerge... and die with your help. Start grabbing the ammo and smashing 
    the containers.
    The armour and ammo on top of the big thing in the middle can be reached 
    thusly: climb up the ladder nearest the loom thing at the wall, jump onto the 
    beam, then to the next beam (you can also quick-jump up the sloped parts of 
    the loom itself). Now quick-jump along and up the frustratingly narrow single 
    rope to reach the pickups in the secret area. ~ Yes, this is a pain in the 
    arse, made worse by Painkiller's infamous "quickloads".
    The third secret area is slightly easier to get to: run up the ladder nearest 
    the back ledge, then quick-jump off the top and around the pillar to land on 
    the curved railings down on the other side. Quick-jump off them as soon as you 
    land, and get over to the left onto the longer row of railings. Now just 
    quick-jump over to the secret area with the three holy items, armour, ammo and 
    containers. ~ I ran all over this level, looking in every corner with my 
    flashlight for some sort of hidden passageway leading up to there. I even went 
    through those traps backwards before I finally figured it out.
    This is a crap place for a Morph, but you have to suffer for your art.
    Go up the stairs, turn right, and pick up the mega ammo pack at the back 
    corner. Another easy secret area. ~ Shoot out the rest of the urns and 
    approach the big door to open it.
    Next comes a room with ammo, barrels, containers, and monsters. Clear this lot 
    out, and the templars in the next corridor.
    Don't get the key on the stairs yet - instead collect the coins and ammo from 
    the floor, then run all the way up to either top door. From here, jump onto 
    the arched ledge running up the wall to the torch, then jump off to reach the 
    ammo packs in the last secret area. ~
    Now drop to the key, which will release templars, rock-throwers and hammers. 
    Send some flames or electrobursts their way, and get their souls to reveal the 
    next checkpoint.
    This area is the final showdown in the Colloseum arena, and it's a lot like 
    what the Arena from Oblivion should have been (though the video card capable 
    of rendering such a thing has probably not yet been built). Three or four 
    waves of templars, rock-throwers and hammers will jump down from the stands 
    and move in on you. There's plenty of ammo and health around, as well as an 
    armour or two. 
    The tricky part is collecting just enough souls to trigger your fifth Morph, 
    then avoiding collecting any more. The easiest way is of course to keep your 
    distance and pick enemies off one by one. Once you hit the Morph, run like 
    hell to a wall and burst the monsters from afar. If your soul count stays at 
    330 you're fine.
    When you score around 365 kills you should prepare to meet the Giant Behemoth. 
    Clear away the remaining minions when he appears, then start shooting out the 
    flames at the base of each wooden strut. Once all the flames are out the 
    miniboss becomes vulnerable to a few seconds' burst of your chaingun. Don't 
    pick up his red soul unless it will take you to 330 souls.
    To reach the exit, run through the opened gate and up either staircase. Those 
    doors are now open, so run up and through to the exit area. Pick up the coins 
    from the containers before you leave.
    TAROT CARD: Rebirth (Gold)
                              3.8 - LEVEL 8 UNDERWORLD
    Without the cart ride this would just be another subterranean hike, but it all 
    hangs around the run along the tracks and whether you can kill all the 
    monsters before the cart takes you too far past. The secret areas are yet 
    again pish easy.
    Thanks to the cart ride, Soul Catcher almost becomes a must for your silver 
    cards. And though I actually used Vitality when I played this level, you might 
    want to go with Mercy to make the cart ride a lot easier. There are also other 
    possibilities: Dexterity is a good one to help you mow down the monsters 
    quicker; Haste helps you calm things down a bit to give you more time to aim 
    and shoot.
    GOLD: 2648
    ARMOUR: 5
    HOLY ITEMS: 21
    AMMO: 43
    OBJECTS: 108
    SILVER: Mercy / Soul Catcher
    GOLD: Double Time Bonus / Iron Will / Rage
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    Step onto the car to send it down the tracks.
    Jump off the cart and duck back into the tunnel you just came from. Poke your 
    head out and start picking off the pirates with stakes (there are more stakes 
    up at the other end). Try to conserve the following ammo types until you hit 
    the third checkpoint: freezer, chaingun, rockets, SMG, flamethrower.
    Pick up the ammo and coins from the back of the other track, and the armour 
    from the left corner. Then go up to the second checkpoint.
    Go up the tracks and shoot the nearest four pirates down with stakes. When 
    you move into this big cave the doors shut behind you, so pick up the souls of 
    the four enemies you just killed, quick-jump over to the left tracks, and run 
    down to the blocked end for some chests of coins.
    Back in the main cave there is a bossman on the ledge above you, and he should 
    be killed off quickly before he can catch you with his big, shiny balls. There 
    are more pirates dotted around on ledges, and up top is a platform with three 
    more bossmen on it. I recommend you kill off these three before going for the 
    loner at the beginning of the cave - avoid their cannonballs while you shoot 
    them down from a distance, then turn around and deal with the first one.
    The checkpoint appears when all the enemies are dead, but there's a couple of 
    secret areas to go for first. At the end of the top of the right track are 
    three mega ammo packs, a health pickup, and five holy items tucked behind the 
    rocks. ~ In the cave above the platform the bossmen were on there is a heavy 
    armour and a super-health - reach it by jumping up the box, then across onto 
    the wooden bridge. ~
    Collect the coins from any remaining containers and jump onto the next 
    This part is very difficult to get completely right, and if you don't kill 
    every enemy here you will not get the card. It's a bit like the rollercoaster 
    in Loony Park, except this time you need to kill enemies, not avoid killing 
    The best way to do this is to break the ride up into sections and quicksave at 
    the end of each one if you know you've caught all the monsters. This way you 
    don't have to do it from the beginning whenever you fail, and you can just 
    approach the sections one by one.
    This will be much easier if you have Soul Catcher equipped, as you can rake in 
    the souls from the cart, allowing you to reach a Morph at some point of the 
    ride. You also need to know what weapons to use and when - you can't just 
    stick to the one, as you don't have enough ammo.
    Anyway, here are the various sections, how best to complete them, and how many 
    total kills you should have after each one.
    Section 1 - Small cave
    Have your flamethrower ready as you approach the cave mouth and flame the 
    pirate on the right as soon as you enter. Send flames up to the two on the 
    platform, then flame the guy on the left ledge, and finally machine-gun the 
    last pirate on the right ledge (turn around).
    Section 2 - Small cave
    Four more enemies in here, only this time there's a bossman on the high 
    platform instead of two pirates. The SMG / flamethrower combo should work 
    pretty well in here too.
    Section 3 - Huge cave
    I've found the best way to do this is to machine-gun the four pirates on the 
    lowest platform when you enter, then proceed to pick off all of the bossmen 
    with rockets and the chaingun. It's tough to hit them all, so go for the 
    nearest ones when you pass by. Use the boltgun if the other weapons aren't 
    working for you - it's not as reliable but it does good damage if you do score 
    Section 4 - Tunnel
    This is a bit of relief - just let the cart mow down the slaves all along the 
    track. The souls will give you a nice health boost too. Have your freezer 
    ready while you wait for the end.
    Section 5 - Large cave
    Freeze the first bossman and shatter him, then freeze the next two nearest 
    bossmen and shatter them too. Machine-gun the pirate on the high right 
    platform before the cart can go underneath, then catch the remaining bossman 
    with your freezer - the cart should be slow enough here to allow the weapon 
    Section 6 - Small cave
    This might be the most difficult section to complete on the way past. The cart 
    speeds up a little when it goes over the jump, and there is a curve at the far 
    end which cuts off your view early.
    I went with the SMG / flamethrower again, though it was still a pain in the 
    arse. One nice bonus was that I got a Morph in here, so everything slowed down 
    and I could use the Morph to kill these guys instantly. If you don't get a 
    Morph try some nifty work with the flamethrower, and make sure you get the 
    pirate in the near right corner and the far left corner first, as these are 
    the hardest to hit as you go around the next corner.
    Section 7 - Small cave
    Only three monsters to go, and you've been in caves like this before. You know 
    what to do.
    Phew. So you've reached the end and the cart will go no farther. The doors are 
    shut behind you too, and there's no going back to kill off any minions you 
    missed. Reload now if you don't have 81 kills; but if you have reached the 
    quota, stand on the right edge of the tracks and walk off the end, strutting 
    and preening.
    You should materialise magically on the far side, where there is armour to be 
    picked up. There are also two holy items underneath your feet.
    Walk off the side of the tracks and onto one of the wooden supports. From here 
    you can drop down to the lower beams and pick up the two relics in this third 
    secret area. ~ To get back up you have to quick-jump off to the right of the 
    track above you, onto the sloping rocks. You should be able to quick-jump up 
    the slopes to reach the stack of coffins blocking the next door. Get the 
    grenades on the bridge if you want them - they will come in handy.
    Shoot the coffins out of the way, collect the coins, and the ammo in the next 
    room, and hit the checkpoint.
    Run in here and start blindly lobbing grenades down the stairs. The first 
    bunch of pirates should fall with ease, at which point a voodoo priest appears 
    on the table, and more pirates run at you from the low corridor. Grenades 
    again, but take out the priest first, as you don't want to lose armour. Grab 
    all the souls around here, and make sure you freeze and shatter the bossman 
    lurking in the top right corner. Get the coins if you want and head up and 
    around to where the bossman was standing.
    Approach the grey door to open it, and you'll be confronted by two more 
    bossmen in the bridge. Freeze 'em fast, then start chucking grenades off both 
    sides of the bridge. You can clear out the pirates easily enough, though you 
    should drop to get the souls.
    When the last of the pirates is on his way out some very dangerous voodoo 
    priests will emerge and start doing you serious damage. Work fast with the 
    freezer and keep moving around them at close range. When all the minions are 
    dead, pick up the mega ammo pack and all the other ammo, shatter the coffins 
    for the gold, then climb the stairs. You can quick-jump up the sloped stones 
    to reach the next checkpoint.
    Run down here and catch the bossman on the left before he can unload his 
    balls. There's another one at the bottom of the stairs who should be frozen 
    with all haste; then it's just a case of getting busy with grenades to clear 
    out this room of the pirates. You might get another Morph in here, but it's a 
    bit of waste. Put it off if you can.
    There's plenty more gold to be had, plus some ammo on the upper ledge. Run 
    through the next corridors for lots more ammo and a health pickup.
    This is the final area, and it's one where you might want to trigger your gold 
    cards if you haven't already. Run in and pick up the heavy armour before the 
    slaves start spawning in. Quick-jump in circles to get them into one big group 
    of stupid, then smash them to pieces with a couple of grenades.
    Do the same on the far side of the room, and pick up the quad damage from the 
    alcove on the left of the lower level if you need it. Once the slaves are gone 
    the much more troublesome pirates come at you in droves. They can also be 
    dropped with grenades, though they're far faster and tougher to draw around 
    without getting trapped.
    I triggered my cards and let them surround me, at which point I just unloaded 
    my flamethrower at them and raked in the souls. Iron Will saved me and Rage 
    did the main part of the damage.
    The final confrontation involves a few bossmen, but if you're a good quick-
    jumper you can have them frozen and shattered before they know what's going 
    Ideally you will reach 198 kills as the last minion falls, and you can set 
    about smashing the containers and collecting the gold. You may also want the 
    numerous holy items in the level (that's a lot of gold), so if you're 
    interested, here's how to get them.
    Make your way back to the big cave where the cart came to a stop, and this 
    time walk off the right end of the half of the track you're standing on. You 
    should teleport to the other side, just like you did before in the opposite 
    Now run down the tracks, ignoring the first two caves. You will come to the 
    cave where the cart did its Temple Of Doom jump earlier, so drop off the left 
    side of the tracks and go over to the end of the cave. You should see three 
    big beams of wood lying at an angle against the rocks, so climb up to the top 
    of the main beam and pick up the two holy items in the little cave. ~
    Go halfway back down that beam, jump onto the wooden bridge, then turn around 
    and quick-jump into the gaps between the two tall rocks on the right. You can 
    quick-jump up the sloped parts to reach the top of the left rock, then jump 
    across to the high cave with two more relics. ~ The next four holy items are 
    underneath this ledge, in the bottom corner. ~
    Now go back to the other end of this cave, and quick-jump up the tall thing 
    underneath the bit of high track, opposite the one you just fell off a minute 
    ago, to reach the tunnel again (there are various ways to get back up - I'm 
    sure you're a good enough quick-jumper by now).
    Now go down the tracks and into the next cave, where you froze those four 
    bossmen. Drop onto the black stuff and over to the cave with the barrels in 
    it. Shoot out the barrels to reveal three more relics. ~ Now run up the two 
    ladders on the wooden structure, and stand on the top. You can see the other 
    holy item from here, so quick-jump across to that side ledge however you 
    please (you don't have to go along the hanging rope - the jump is makeable by 
    quick-jumping off the edge of the wooden platform). Quick-jump to the very top 
    and pick up the relic. ~
    Now drop down to the tracks and continue back through the level until you 
    reach the huge cave. Don't jump into the black water this time, as it's now 
    fatal. Go around to the lowest platform, where the four pirates were standing. 
    Find the ladder and run up it, then turn around and run along the long bridge 
    beside the hanging ropes.
    Jump onto the nearest rope and quick-jump up to the very top. This part is 
    tricky, but you can just jump off the rope to catch the holy item on its 
    perch. ~
    Now get back to the first of the caves you ran through on the long cart ride. 
    There's a holy item up top, reachable by simply climbing the two ladders. ~
    Now comes the long trek back to the exit. You can get across that gap in the 
    tracks by quick-jumping up the winch thing underneath the far side of the 
    TAROT CARD: 666 Ammo (Silver)
                               3.9 - LEVEL 9 STONE PIT
    This is a brilliant level, apparent as soon as you reach the central pit and 
    look up at the sky far above. It will take you a long time, but this is one 
    level where negotiating the obstacles and hunting down the secrets comes 
    before fighting off the enemies.
    I usually go with Vitality as one of my silver cards, but you should now have 
    a lot of gold - enough to bump Vitality for Mercy. I never really use my gold 
    cards, but you might, so stick in my recommendations to do yourself a favour.
    GOLD: 2516
    ARMOUR: 6
    HOLY ITEMS: 16
    AMMO: 85
    OBJECTS: 116
    SILVER: Mercy / Soul Catcher
    GOLD: Double Time Bonus / Iron Will / Rage
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    Turn around and jump off the bridge and onto either sloped cliff. You can walk 
    on the black stuff all the way to the back - jump through the narrow gap to 
    find some gold and armour in the first secret area. ~ Now quick-jump your way 
    back up the side cliffs to reach the checkpoint.
    You'll get attacked by a bunch of pirates, so collect as many souls as you can 
    on the ground, and snipe out the ones dotted around on the ledges.
    Take a moment to look up - you're going all the way to the top before you're 
    Run around and quick-jump to the ammo boxes, health pickup and light armour, 
    if you can be arsed. Then move to the next checkpoint in the big cave mouth.
    More pirates and a bossman - you can avoid most of the havoc in here by 
    running past everyone to the top as soon as you enter, then turning around and 
    doling out the pain from safety. Pick up the gold and ammo too.
    Pick up the boltgun ammo from the end of the gangway outside, then jump onto 
    the structure beside it. You can drop down a couple of levels to pick up the 
    two mega ammo packs and the health pickup in the second secret area. ~ There 
    is more ammo on the next level down, and you can also jump off the bottom to 
    reach the armour and electro ammo off to one side (you can reach this from the 
    bottom, but it's quite hard).
    Now run back up through the cave you just came through, then run over to the 
    checkpoint on the beam.
    Run up the ladder and hit the next checkpoint.
    A couple of pirates appear at the end of this bridge, and there are two more 
    sniping at you from across the great pit. Boltgun them all and run into the 
    cave (get the grenades and boltgun ammo from the ledge on the left if you 
    In here are more pirates and a bossman. The pirates are easy to take out if 
    you just jump up to safety. You can't freeze the bossmen in this level, so 
    just chaingun him or something. There is driver ammo behind the first stack 
    of rocks to the right, and more ammo and explodables around.
    Quick-jump up to get the coins from the pile of chests on the right, and there 
    is pretty worthless freezer ammo on the platform above you.
    Farther down are more pirates, and a box of bolts on the rock.
    Run up the ladders, sniping the pirates on the way. Get the health and ammo, 
    then turn around and look down to the left of the new checkpoint. You should 
    see the holy item and the ammo, so jump onto the rope and then off again to 
    reach this secret area. ~ Now jump back over to the platform where the health 
    pickup is / was, and run up to the checkpoint again.
    Pick up the coins from the chest to the left, but watch out for the explosive 
    barrel behind them. You'll meet some slaves in here, but more importantly 
    you'll run into a giant voodoo priest farther up (no freezing these guys 
    either). Machine-gun him before he does you any damage, then deal with the 
    slaves higher up the cave. The struts at the top will collapse and let you 
    You can quick-jump up the sloped sides of this cave to reach the mega ammo 
    pack on the wooden platform in the middle of this curving cave - this is 
    another secret area. ~
    Watch out for the two bossmen who will appear in the pit - one behind you and 
    another one up ahead. Boltgun the buggers.
    Get to the second half of this wooden bridge you're on and look directly down 
    - you can see the next secret area underneath the bridge. Drop onto it to pick 
    up the heater and electro ammo, as well as 100 armour. ~ Now jump onto the 
    rope which leads across the cave where you hit the seventh checkpoint, and 
    make your way up and around again.
    You'll have to jump across a little gap underneath the next platform (shoot 
    out the box to make it easier), then run up the ladder and into the little 
    cave. There are shurikens, grenades and a health pickup in here. Jump up the 
    rocks and onto the next checkpoint.
    Run up the ladders and get the ammo. Getting pretty high up now. Look directly 
    across to the far side of the pit - there is a cave across there which was 
    previously shut. You can't reach it yet, but remember where it is.
    Yet more sodding pirates, but nothing tough. When you go underneath the rock 
    bridge spanning the two sides of the ceiling, turn around and look at it, then 
    quick-jump up the left wall to reach the chest and medium armour in the sixth 
    secret area. ~
    Get the health and ammo, but don't step onto the cable car at the top yet. 
    Instead go behind it and jump off the ledge and onto the ropes hanging 
    underneath. You can drop down into that cave I mentioned earlier. This is 
    another secret area, and probably the biggest treasure trove in the game. ~
    On the ground are four mega ammo packs; a chest of coins; a heavy armour; a 
    super-health; and nine (!) relics lying on the pile of stones at the back. 
    Quick-jump up the sloped walls and off again to land on the top of the wooden 
    platform, then onto the crossbeam to pick up the single relic perched on the 
    Now go back out to the cave mouth and turn right. You can run along this outer 
    ledge and then quick-jump up the wall to above the hanging support thing; then 
    down to the ledge on the other side where the ammo boxes are. Now run up the 
    ladder and go back up and around to where you were before you dropped off 
    Now you can step into the cable car and let it take you across to the next 
    Another long anterior cave with more pirates. This time there are five bossmen 
    too, whom you should definitely prioritise. You can run past most of the 
    pirates, all the way up to the top, and once you've cleared out the top 
    section you can just dump grenades on the pirates' heads from safety.
    Now get outside and collect the ammo and coins from this bridge. Jump into the 
    teleporter and brace yourself.
    This cave is seriously tough if you're not ready, and you should definitely 
    use your gold cards in here if you have Forgiveness or Mercy equipped. The 
    giant voodoo priests are tough and they do horrible damage if allowed to. Get 
    rid of them as quickly as you can, then pick up the coins and ammo before 
    Now run along and up to the platform to the next checkpoint.
    The cable car will take you up to above ground. Run up the next ladder to get 
    the ammo and the medium armour, which you probably need by now. There's 
    another ladder leading down from where you arrived.
    When you hit the ground you'll be attacked by giant slaves and sniping 
    pirates. Once they've been dispatched you'll meet three bossmen. And their 
    death heralds the arrival of some very dangerous giant voodoo priests. Luckily 
    this area is wide open, so you can just keep your distance and bring them down 
    with rockets - they are unable to hurt you at long range.
    Before going to the checkpoint, run over to the large winch apparatus. Quick-
    jump up the inner back left diagonal strut and off onto the grey ledge. From 
    here you can quick-jump up the ladder for the mega ammo pack.
    Farther clockwise around the surrounding walls there is a wooden platform with 
    two chests on it. Quick-jump to the cubic block of stone underneath it, then 
    quick-jump past the block up the sloped wall to reach the chests in the secret 
    area. ~
    Through here you'll fight off a lot of giant slaves, just begging to be 
    flamethrown (or something). Or you could just lurk around the checkpoint and 
    use your painkiller's blades in order to conserve ammo. You will probably get 
    a Morph, so make sure you time it to hit just as the last slave dies, since 
    you will then meet a large group of giant voodoo priests and bossmen. This is 
    the toughest battle yet, and if you don't have a Morph then you'd better have 
    your gold cards handy. Or you could quickly run up the ladder on the scaffold, 
    then drop through the middle to pick up the quad damage. Take out the priests 
    first, whatever else you do.
    The exit appears with the death of these guys, but there are still two secret 
    areas to find. Look for the ladder near the two boxes on the surrounding wall. 
    Run up the ladder and then quick-jump all the way up to the top of the rocks 
    on the left. Here you should find a secret area containing three holy items 
    lying against the back wall. ~ The middle one is extremely hard to pick up, 
    and you stand a very low chance of ever getting it. Try jumping onto it from 
    above, but don't be surprised if you never manage to collect it - I've picked 
    it up a grand total of once.
    Make your way around to the top of the scaffold and jump into the mouth 
    between the spiky teeth for the relic in the final secret area. ~ I've 
    experienced a bug where the spiky mouth won't register as a secret area if you 
    get the secret area with the three relics first. This means you can't get the 
    card, so if this happens to you, try getting the relic in the mouth first, 
    then jump up to the other three.
    That's all the secret areas, but you may find that you've missed two holy 
    items: one up the top, and another mystery relic. Since relics are almost 
    always in secret areas, and since you know you've found all the secret 
    areas... I dunno where the hell the sixteenth relic is. Weird, but who cares.
    TAROT CARD: Armor Regeneration (Silver)
                              3.10 - LEVEL 10 SHADOWLAND
    This is the final showdown with Alastor, except now he's much badder than 
    before. About thirty seconds of this level is spent actually getting to where 
    Alastor is, and most of the rest is spent jumping around, trying to make him 
    vulnerable to attack.
    666 Ammo doesn't quite work here - you only get the default capacities (in 
    fact it does give you 666 for each weapon, but then it resets it within 
    seconds). Replenish might be a plan, but I still went with Mercy and Vitality. 
    You move much more than you shoot in Shadowland, and the object is to stay 
    Try beating 1:14 on Nightmare - you'll have to be pretty lucky and have my 
    recommended cards.
    ARMOUR: 3
    AMMO: 48
    SILVER: Mercy / Vitality
    GOLD: Double Time Bonus / Iron Will / Rage
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    Follow the trail of ammo packs all the way to the heavy armour and super-
    health, then drop off the cliff to meet King Alastor.
    He jumps around a lot, and is fond of sending flames your way. He can also 
    jump on your head if you stay still for long enough. Don't waste ammo on him 
    yet - he's invincible at this point. There are plenty of super-healths around, 
    and two more armours. You probably won't need them though - I didn't.
    Once you drop off the edge and Alastor appears, run directly ahead until you 
    see the fiery ring on the ground to the left, with embers coming out of it. 
    Stand in the middle of it until Alastor jumps at you or flames you or 
    whatever, and once he does a little damage to you while you're standing in the 
    ring, the embers will disappear (move away as soon as he damages you - no 
    point standing there taking damage unnecessarily).
    By the way, you do have to take damage inside the circles: if you have Iron 
    Will activated nothing will happen.
    At this point a stone golem might assemble itself and come lumbering at 
    Alastor, activated by the disappearance of the embers. There are four rings 
    around this area, each of which has its own golem.
    If you're unlucky the golem will be smashed before it can hit Alastor, and if 
    you're really unlucky a golem won't appear at all. If you put out one of the 
    rings and nothing happens, try running to one of the other rings and putting 
    it out. You'll get at least one golem within the first four rings and you can 
    sometimes get two or three golems trundling around at once if you were quick 
    Meanwhile you have to avoid Alastor's constant flame and stamp attacks, but 
    it's not hard if you just keep quick-jumping. You shouldn't need the super-
    healths or two other armours around the area, but if you find yourself 
    seriously low on health try triggering your gold cards to let Iron Will keep 
    you alive for a bit longer. Concentrate on getting to the rings and turning 
    them off, then just hope the golems do their thing.
    If you're lucky a golem will assemble and manage to hit Alastor, destroying 
    itself in the process. 
    He will then crouch down as if catching his breath, and this is when you 
    should trigger your gold cards. You have a few seconds to do him as much 
    damage as possible, and the Rage card will allow you to drop him first time by 
    just hosing him down with the chaingun. His health will vanish rapidly and 
    he'll die, at which point you win the level and complete the game.
    Congratulations on completing Painkiller: Battle Out Of Hell!
    TAROT CARD: Health Stealer (Silver)
                           3.11 - FROM NIGHTMARE TO TRAUMA 
    If you've already played Painkiller on Trauma you'll know what to expect and 
    what to do. Start a new game and choose to keep your cards, then visit the 
    tarot board and put your favourites up to help you through all ten levels on 
    the highest difficulty.
    You can change your cards all you want, of course, but I recommend you just 
    stick with the following combination:
    SILVER: Health Stealer; Mercy
    GOLD: Double Time Bonus; Iron Will; Rage
    If you do you will not need to pick up any gold in your Trauma game; and since 
    there are no souls in Trauma, soul based cards are also useless. Bear in mind 
    that Health Stealer will only take you up to 250 health, whereas in Nightmare 
    the souls you collected would allow you to acquire infinite health. 
    All levels' tarot cards will be UNLOCKED when you finish them, whether you 
    actually stuck to the conditions or not. And you can no longer quicksave in 
    Trauma - autosaves only. You may also find that one or two of your weapons are 
    missing in certain levels until you find and pick them up - I had to do most 
    of the Dead City level without the chaingun, and I could only use it when I 
    found it near the very end.
    The only other big difference is the slight jump in difficulty. The Trauma 
    levels which might give you health problems will be Underworld and Stone Pit, 
    owing to the decrease in ammo stocks and the increase in enemies' toughness. 
    Completing BOOH on Trauma will present you with the exact same ending to the 
    game as you saw when you completed Nightmare, which is a bit crap. In fact 
    your only tangible reward is having to run and jump around in a hidden castle, 
    collecting the red souls of twenty-three different members of the team which 
    made BOOH. It's really rubbish but completing it will give you an autosave for 
    the Orphanage, with all cards and Trauma levels on the map.
    Good luck...
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                        |   4. CONTRIBUTORS / CONTRIBUTIONS   |
    Version 1.0 -
    23 January 2007 - Michael Sarich: Copyright Disclaimer
    Version 1.1 -
    Version 1.2 -
    Version 1.3 -
    01 July 2007 - Taylor <kingoomieiii@yahoo.com>
    Contribution to section 2.1.1 WEAPONS
    Version 1.4 - 
    30 August 2007 - <okisama@alltel.net>
    Contribution to section 3.7 LEVEL 7 COLLOSEUM
    02 September 2007 - Thomas Tarpey <arbiter_of_chaos@yahoo.com>
    Contribution to section 3.3 LEVEL 3 LAB
    Version 1.5 - 
    2015 - anonymous
    Contribution to section 2.2.2 SILVER CARDS
                            THANK-YOU TO ALL CONTRIBUTORS
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                        |    5. VERSION HISTORY / UPDATES    |
    Version 1.0 completion - 23 January 2007
    Version 1.1 completion - 28 January 2007
    Section 3:
    3.6 - LEVEL 6 LENINGRAD - Corrected mistakes about order of secret areas
    Corrected errors in grammar, typing and formatting
    Version 1.2 completion - 01 February 2007
    Game patched to v1.62
    New disclaimer
    Section 1:
    1.1 INTRODUCTION - Added notes about patching to v1.61 and v1.62
    1.2 USING THIS GUIDE - Improved information
    1.3 CONTACT ME - Improved information
    Section 2:
    2.2 TAROT CARDS - Added notes about missing cards
    2.2.1 GOLD CARDS - Added description of Rebirth
    2.2.2 SILVER CARDS - Repaired description of Armor Regeneration
    Section 3:
    3.5 - LEVEL 5 DEAD CITY - Minor changes
    3.6 - LEVEL 6 LENINGRAD - Minor changes
    3.7 - LEVEL 7 COLLOSEUM - Section completed; revised to include tarot card; 
    corrected mistake at checkpoint 5; included checkpoint 16
    3.9 - LEVEL 9 STONE PIT - Minor changes
    3.11 - FROM NIGHTMARE TO TRAUMA - Section completed
    Corrected mistakes in typing, grammar and formatting
    Version 1.3 completion - 30 July 2007
    Corrected mistakes in typing, grammar and formatting
    Version 1.4 completion - 15 October 2007
    No changes
    Version 1.5 completion - April 2017
    Guide is now considered complete
    Thank-you for using this walkthrough. I hope it helped you out, or at least 
    taught you how _not_ to play the game. At the very least, I hope you found it 
    This guide was written and formatted with the excellent Metapad:
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