Countdown Vampires

Scroll down to read our guide named Strategy Guide for Countdown Vampires on PlayStation (PSX), or click the above links for more cheats.

Strategy Guide

Countdown Vampires FAQ

 
6/29/00								 Version 1.0

Written by The Baron (Baron3000@aol.com)

Visit my Countdown Vampires Website!

http://mscountdownvampires.homestead.com/intro.html


This Walkthrough Copyright 2000 The Baron

Any reproduction of this FAQ without my permission 
is prohibited. Contact me if you have any 
questions.


Revision History

 Version 1.0 The Walkthrough's initial release, 
with Game Basics. Expect updates in the future. I 
hope the Walkthrough will grow substantially in 
time. For now, though, it is pretty basic.


Countdown Vampires
Game Basics

	Controls: 
		Directional Pad: Move In Desired Direction
		Triangle Button: Switch between the STAN-
1A Stun Gun and the last Weapon you used.
		Square Button: Fire Weapon/Confirm
		X Button: Run/Cancel
		Circle Button: Fire Weapon/Confirm
		Start Button: Access Item Menu 
		Select Button: Access Options Menu
		R1 Button: Draw Weapon
		L1 Button: No Use
		R2 Button: Access Map for Current Area
		L2 Button: Reload Weapon
	Controls (While in Map Mode):
		Square Button: Zoom in On Present Location
		Circle Button: Zoom in On Present Location
		All Other Buttons: No Use

	Options Menu:
		Sound: Adjust BGM and Sound Effects Volume
			Switch Between Monaural and Stereo 
Sound
		Key Configuration: Select One of Three 
Button Configurations: A, B, or C
		Vibration: Turn the Vibration On or Off
		Display Tuning: Adjust Brightness of 
Screen

	Item Menu:
		The Item Menu allows for up to twelve 
Items to be carried at once. Items Include: 
Weapons, Ammo, Food, Drinks, and Special Items. 
Each one takes up one slot.
		At the top of the Item Menu is the 
Condition Gauge. This lists Keith's Current Health 
(Either Normal, Alert, or Danger) As Keith's Health 
diminishes, he begins to weaken, and therefore will 
walk and run slower. 
		On the left side of the Item Menu are 
three options: Map, File, and Mail. Map allows you 
to view any of the Maps you have received. File 
allows you to view any files you have received. 
Mail allows you to view any mail you have received. 
		At the Bottom Left of the Item Menu is 
Keith's current Cash amount. The maximum amount of 
Cash Keith can have is 9,999.
		In the top left of the Item Menu is the 
Number of Circuits In Use. 

	While Playing the Game: 
		Keith can Walk or Run. Press the 
Directional Pad in the Direction you want to move 
to make Keith Walk. To Run, hold the X Button while 
pressing the Directional Pad in the desired 
direction.
		When an enemy is near, you can either 
fight it or run away. To draw your weapon, press 
and hold the R1 Button. To fire, press the Square 
Button while your Weapon is drawn. If the Weapon 
runs out of Ammo, Keith will automatically reload 
it. If you are using a weapon other than the STAN-
1A Gun and you want to quickly switch back, press 
the Triangle Button while holding R1. If you want 
to reload your weapon before it runs out of Ammo 
without entering the Item Menu, press the R2 button 
while your weapon is drawn. You can also Combine 
Items and reload Weapons in the Item Menu. While 
there, select the Item you wish to combine by 
pressing the Circle or Square Button. Use the 
Directional Pad to move the blue arrows to the item 
you wish to combine it with. Remember, only certain 
types of Ammo can be used with each gun.
	If you want to access the Map of the Area 
you're in without entering the Item Menu, press R2. 
	Scattered throughout every Area is a Save 
Computer. These are usually noticed by their green 
flashing screens. These computers allow you to Save 
your progress to a Memory Card, access your Item 
Stock, and read new and old Mail. Their location 
can be noted on the Map by a white box. 
		If you wish to Save, highlight "Save" and 
press Confirm. This will access your Memory Card, 
and allow you to save your progress. You are 
allowed 15 Save Blocks. Countdown Vampires uses 
three Blocks of Memory Card space. 
		If you wish to access your Item Stock, 
highlight "Item" and press Confirm. This will 
display the Items you have with you on the right, 
and the Items currently in your Stock on the left. 
If you wish to place one of your Items from your 
Stock into your Inventory, highlight it at the 
left, press confirm, then choose the slot in your 
Inventory Menu where you wish to place it. If you 
select a slot that already has an Item in it, the 
items will switch places, and the Item in the slot 
you selected will move to your Stock. To move an 
Item into your Stock, highlight the "No Item" box 
and press confirm, then choose the item you wish to 
place there. 
		If you wish to read your Mail, highlight 
"Mail" and press Confirm. This will bring up a list 
of all new and old Mail. To read one, highlight it 
and press Confirm. As you progress throughout the 
game, you will receive more Mail. If you wish to 
read Mail you have already read, access "Mail" in 
the Item Menu. 
	During game play you will encounter a variety 
of enemies, the most common being Vampires. These 
creatures can be defeated one of two ways: You can 
either shoot them using the STAN-1A to "stun" them 
and knock them down, or you can use any other 
weapon to kill them. If you use the STAN-1A, the 
Vampires will not die and you'll be able to use 
your White Water to return them to their normal 
selves. Once a Vampire is stunned and on the 
ground, walk up to it and press Confirm to use the 
White Water on it. Keith will only use the White 
Water if the Vampire is completely stunned. Be 
warned that Vampires will fall down often, but will 
sometimes get back up. You will be able to tell if 
a Vampire is "transforming" if it lies still on the 
ground. A stunned Vampire will twitch. If you use a 
weapon other than the STAN-1A on the Vampires, you 
will kill them and they will disintegrate. You will 
not be able to use the White Water. It is best to 
try to save as many Vampires as you can. You have 
an infinite supply of White Water, so don't worry. 
Also throughout the game you will meet several 
mutants. These creatures often require more 
powerful weapons than the STAN-1A. When you kill a 
Monster, it will disintegrate. Monsters cannot be 
saved using the White Water. Each enemy has a 
different attack, but most enemies are able to grab 
you in some way. If an enemy does grab you, press 
the Square and/or Circle Buttons as fast as you 
can. You will eventually push the enemy away. If a 
Vampire or Monster ever does attack you, your 
Health will begin to Deplete. As you lose more 
Health, you will become weaker and weaker. If you 
do not find something to eat or drink, you will 
die. When you do, the words "Game Over" will appear 
across the screen. After which you will be asked to 
Continue or Exit. If you Continue, you will start 
over from your last Save. If you Exit, you will be 
taken back to the Main Menu.
	Throughout the game you will also find several 
Items, ranging from Weapons to Special Items. All 
Items can be seen in the game screen as small 
yellow boxes. Every time you receive an item the 
Item Menu will appear, and you will be prompted to 
either take the Item or leave it. If you take the 
Item, it will automatically be placed in an empty 
Item Slot. If the Item is Ammo of some kind, and 
you already have that kind of Ammo in your 
Inventory, the new Ammo will be automatically 
combined with the existing Ammo. Also along the way 
you will find Food and Drinks. These items 
replenish your Health; Food more than a Drink. 
Drinks can also be combined using a Bottle. Up to 
three Drinks can be stored in a Bottle at once. The 
more Drinks are in the Bottle, the more Health the 
Bottle will replenish. Food, Drinks, and Bottles 
can also be purchased at Vending Machines, which 
are scattered throughout the areas for a price. You 
will also come across Special Items. These are any 
Items that are not Weapons, Ammo, or Food or 
Drinks. These Items are used to open doors, solve 
puzzles, and other uses. Sometimes while accessing 
a door or other certain locations the Item will be 
used automatically, and sometimes discarded if it 
has no other use. But other times you will have to 
use the Item yourself by accessing the Item Menu, 
highlighting the Item once by pressing Confirm, and 
using it by pressing Confirm again. If an Item 
doesn't appear to have any specific use, try 
combining it with another Item. You will also find 
several Files throughout the game. These do not use 
any slots in the Item Menu. When you find a File, 
you will be asked if you want to take it or leave 
it. If you take it, you will then be asked to read 
it or not. After you read the File, it will be put 
in the File Option of your Item Menu, if you want 
to read it again.
	If you ever find yourself low on Cash, you will 
be able to possibly gain it back by playing some of 
the games at the Casino, or taking some from 
Vampires after you used the White Water on them. 
The most common of the Casino games is the Slot 
Machine. Each Slot Machine costs 1J to play, and 
the reward varies depending on your combination. 
Press Confirm to start and stop the three turning 
wheels. Also throughout the Casino are Roulette 
Tables, where you will be able to bet up to four 
numbers on the table. The more numbers, the greater 
your chance of winning but the less reward for 
winning. After you select your numbers, press 
Confirm and a number will be randomly selected. If 
it is one of your highlighted numbers, you win!
	That's pretty much it. If you have any 
questions, feel free to ask!  Baron3000@aol.com


Countdown Vampires Walkthrough



	The game starts with you in Club Leagan. A 
timer goes off, warning you that you must escape 
before the Club is sealed. When you first take 
control of Keith, kill the two Vampires that are in 
front of you (using the White Water to turn them 
back to normal if you want) then head up the stairs 
and turn right. Go through the door, and you will 
see the dead body of the other bodyguard. Continue 
along the path until you reach the stairs leading 
to Clarice. Go up them.
	At the top of the stairs, Keith will 
automatically turn a Vampire back to normal. You 
will then have to kill the Vampires in the room. 
Collect the Ammo, Drink, Keno Ticket, and print out 
the Map from the Map Machine. Go into the back room 
behind the Map Machine. Open the safe by aligning 
the red dots in a row in the center. Inside the 
safe will be the Susie ID Card. Take it, and then 
head down to Cheryl.
	In Cheryl, kill the Vampires. Be sure to get 
the Keno File and the Ammo in the room, then enter 
the side room. There you will find a file and the 
Cheryl ID Card. Use the same method to open the 
safe. Proceed up the stairs opposite of the ones 
you entered the room and head down the hall. At the 
dead end of the hallway, you will find the Nancy ID 
Card. Then, return to Cheryl, head up to Clarice, 
and go down to Nancy.
	In Nancy, take care of the Vampires. In this 
room you will find 2 boxes of Ammo, a File, and a 
Bottle. Use your Susie and Alice ID Cards to open 
the Susie and Alice Doors. Be sure to open both of 
them, even though it isn't required to enter Susie 
at this time. Then, enter the Alice door. Go 
through the hall and enter either one of the doors; 
they will both take you to the Alice room. 
	In Alice, you will come across Misato Hayakawa. 
After her and Keith talk, explore the room. In the 
Main Room of Alice, you will find a box of Ammo and 
a Drink. In the back room of the balcony opposite 
Misato's balcony, you will find a box of Ammo and 
the Handgun. Use the same method to open the Safe. 
In Misato's balcony's back room, you will find a 
box of Ammo and a Key. Leave Alice and head back to 
Nancy. From there go up the stairs to the platform 
in the middle of the room and use the key to open 
the door. 
	Continue along the pathway and climb the ladder 
leading to the stage. Turn right at the stage and 
continue along the catwalk. Pick up the Leagan ID 
Card, and head back to the stage. On your way back 
a giant mantis-like creature will attack you. Kill 
him using the Handgun then continue to the stage. 
Climb down the ladder, go out the door back into 
Nancy, and use the Leagan ID Card to open the 
Leagan Door.
	In Leagan, you will find a box of Ammo. Kill 
the Vampires below the stage, then access the 
glowing eyes on the statue to restore power to the 
elevator on the stage. Return to Nancy, head up the 
stairs in the middle of the room, and go back to 
the stage. Access the elevator to go to the room 
below.
	In this room you will find a box of Ammo, the 
Shotgun, a File, and a Video Tape. In the back room 
there is also a glowing computer. Access it, and 
insert the Leagan, Susie, and Cheryl ID Cards. 
(Note: After you insert the cards, you will not be 
able to get them back, so make sure that you have 
opened all of the necessary doors.) Then enter "M" 
as the single letter password. This will open the 
door to the Screaming Moon. Return to Alice, then 
enter one of the doors on the ground floor and go 
through the hallway to enter the Screaming Moon.
	In the first room of Screaming Moon, you will 
find 3 boxes of Ammo, and a Map Machine. Print out 
the map, and enter the left elevator door. Before 
you can enter it, Misato appears and she and Keith 
ride the elevator up, until they are stopped. The 
Man in Black will talk to you, and disappear. 
Search this room to find a box of Ammo, a Key, and 
a Video Tape. Then head back down the elevator to 
the Entrance Room, and go up the stairs.
	At the top of the stairs you will have to deal 
with a few Vampires. Continue along until you reach 
the next room, where there are more Vampires, plus 
a box of Ammo, a Drink, and a File. Use the Key you 
found to open the double doors at the opposite end 
of the room, and continue along the hallway. 
	In the hallway containing the computers, you 
will meet the Wolves for the first time. Kill them, 
then continue on to the next room, where there is 
another Vampire waiting. Go through the door to the 
right of the entrance. In the next room, there are 
more Vampires. Run around the chairs and out the 
door. In the next hall, there are Wolves. Continue 
along until you reach the stairs leading down, but 
before you do, turn left and enter the small room. 
In there you will find two boxes of Ammo, a Drink, 
and a Key. Exit the room, then head down the 
stairs. 
	Go back up the left elevator (the one Keith and 
Misato first went up) then use the Key on the door 
in that room. In this room you will find Misato. 
After she leaves, collect the Drink and the Key, 
then head out and back down the elevator. 
	Once you're back downstairs, take the right 
elevator to the next floor. Kill the Vampires in 
the room, and collect the Food, Bottle, and the two 
boxes of Ammo. Continue along the perimeter of the 
room until you reach the Save Room. In there, you 
will find two boxes of Ammo and a Drink. There is 
also a glowing TV in this room. Insert the two 
Video Tapes you collected to receive two 
photographs. Exit the save room and enter the small 
hallway adjacent to it. In this hall are two 
Mantises. Kill them, then turn right to enter the 
DM Control Room. 
	In the DM Control Room you will find a Key, 2 
boxes of Ammo, and a File. Access the glowing 
computer screens to receive Card Disk A and B. Exit 
the DM Control Room, go past the Save Room, head 
down the elevator in the kitchen, and go back up 
the stairs in the Entrance Room. Continue down the 
hallway until you reach the first open room. Enter 
the blue double doors. Ride the moving floor to the 
Evil House Entrance. In the Entrance, pick up the 
Spear Key lying on the floor. Then return to 
Screaming Moon and continue through the hall until 
you reach the hall with the computers again. This 
time through, the hall is lit and two computers are 
glowing. Turn the two glowing computers on. Then 
head back to the Entrance Room and go up the left 
elevator again. 
	In that room access the book in the glass case 
to open it and receive the book. Then turn around 
and access the now-open control panel. Insert Card 
Disk A into the machine, and enter "SUN" as the 
password. This will transform the card into Card 
Disk C. Enter the adjacent room and access the 
computer below the large model of the Moon. Insert 
Card Disk B and enter "MON" as the password. This 
will transform the card into Card Disk D. Then go 
back down the elevator, take the right elevator up, 
go past the Save Room and enter the DM Control Room 
again.
	Once in there, insert Card Disk C and D into 
the machine that first gave you the cards. This 
will open the Susie Door in the Fear Moon. Return 
to the first floor and leave Screaming Moon. Before 
you can, though, the Man in Black stops you again. 
After he leaves, return to Fear Moon. 
	In the hall leading to Alice are Vampires. Deal 
with them accordingly. Then continue past Alice and 
into the next hall, where you will have to face 
more vampires. Continue down the hall until you 
reach Nancy. In Nancy, two Giant Bats will surround 
you. Kill or run past them into Susie. Proceed 
through the hall until you enter the Susie Room. In 
there, pick up the two boxes of Ammo, the Drink, 
the Sydney ID Card, and the Rifle. Insert the Spear 
Key into the glowing Keyhole to open the two 
portraits in the room. Enter the back room, and 
collect the box of Ammo and Food. Then head through 
the hall to Sydney. 
	In Sydney, you will find three boxes of Ammo, a 
File, and the Keno Machine. Insert your Keno Ticket 
into the Machine and enter the numbers 42, 25, and 
56. This will restore power to a locker in the back 
room. In the back room you will find a box of Ammo. 
Open the locker to receive the 9 and 4 Trumps. Then 
return to Susie. 
	In the hallway on the way back to Susie, you 
will have to face a giant purple creature that 
emerges from the drainpipe. Kill it, then head back 
to Susie, killing the other two purple creatures. 
When you return to Susie, place the 4 Trump with 
the 10 Trump, and you will receive the Red Clock 
Hand. Place the 9 Trump with the 3 Trump, and you 
will receive the Blue Clock Hand. After you take 
these two items, head back to Screaming Moon. In 
the hall leading back to Alice and to Screaming 
Moon you will have to face more Vampires. 
	When you return to Screaming Moon, you will 
find the place crawling with enemies. Deal with the 
Vampires in the Entrance Room, and continue on to 
the Evil House Entrance, killing the enemies along 
the way. 
	Once you return to the Evil House Entrance, 
place the Red Clock Hand in the Red Clock and 
select 2 and 7. Then use the Blue Clock Hand on the 
Blue Clock and choose 7 and 5. This will open the 
door to the Evil House.
	Once inside the Courtyard, access the front of 
the Fountain to receive Panel 1. This will unlock 
the door to the Main Room. Enter the room, and 
immediately access the two torches on either side 
of the entrance to light them and the rest of the 
room. In this room you will find two boxes of Ammo, 
and a Map Machine. Head down the hall to the right 
of the entrance, and kill the Vampire in that room. 
Don't go up the stairs yet. Instead, go down the 
hallway and enter the kitchen. In the kitchen you 
will find three boxes of Ammo, a Drink, and the 
Organ Note. Now return to the hall and go up the 
stairs. 
	At the top of the stairs you will face more 
Vampires. As you proceed through the hall you'll 
face even more. Continue along the hall until you 
reach the first doorway you see. Enter this room. 
In it, you will find a Vampire, a Bottle, and a box 
of Ammo. Then enter the air duct in the corner of 
the room to reach the adjacent room.
	In this bedroom, there are more Vampires and a 
box of Ammo. Exit the room and go out into the 
hall. In the hall you will find a Drink and a box 
of Ammo. Head up the stairs to the third floor 
where you will find another box of Ammo. Enter the 
Save Room. There you will find a Drink, a box of 
Ammo, and a Key.  
	Now it's time to head back downstairs. Before 
you do, make sure to unlock the large, brown double 
doors on the 2nd floor. This will allow you to 
return here quickly and easily, without having to 
go through the air ducts. Once you're on the first 
floor again, return to the Main Room and this time 
head across the room and to the door on the 
opposite side, left of the entrance to the room. In 
this hallway you will encounter two Giant Bats. You 
can either kill them or run past, it's your choice. 
Continue down the hall until you reach a set of 
double doors. Use the Key you found in the 3F Save 
Room to open the door. Inside is the Organ Room.
	In the Organ Room, you will find a Drink and 
Ammo. Go up the small set of stairs to the left or 
right of the stage and access the Organ. Play the 
keys on the Organ in this order: 2nd from the left, 
5th from the left, 6th from the left, and 4th from 
the left. This will reveal a small device in the 
back wall of the room. Insert Panel 1 into the 
device to get Panel 2 and 3. The device will signal 
that you have three minutes to get to the 2F VIP 
Room. Exit the Organ Room, and deal with the two 
Giant Bats accordingly. Run across the Main Room 
and back to the door leading to the stairs. Go up 
to the 2nd Floor. There you will find more Vampires 
occupying the halls. Head through the halls and go 
through the brown double doors you unlocked 
earlier. Then make your way to the 2F VIP Room 
(it's the one the device in the Organ Room 
unlocked) and enter it. Inside you will find Ammo 
and a Drink. Then insert Panel 2 into the device in 
the wall, identical to the one in the Organ Room. 
The device will give you Panel 4 and 5. You now 
have one minute to get to the 3F VIP Room.
	Head out of the room and back into the hall. 
Climb the stairs and make your way to the 3F VIP 
Room. (Once again, it's the door that the device 
unlocked). In here you will find 2 Boxes of Ammo, 
and a File. Insert Panel 3 into the device to 
receive Panel 6 and 7. Exit this room and head back 
to the Save Room.
	The other door in the Save Room is now 
unlocked. Enter it, and in the hall to the next 
room you will find a box of Ammo.  In the next room 
there is the Magnum, Food, and a Key. Throughout 
these past few events short cut scenes take place 
depicting a strange-looking monster approaching the 
room you. It is now outside the room you are in, 
and you will have to fight it in the hall. After it 
is killed, return to the Save Room. 
	Head back down to the 2nd Floor. When you reach 
the bottom of the stairs to 2F, two of the 
"Amphibians" will be waiting. Deal with them 
accordingly, then go through the brown double-doors 
and into the next hall. There you will find two 
more Amphibians. After you are finished with them, 
head down the stairs and back to 1F.
	Once you are back on the 1st Floor, exit the 
Main Room and enter the Courtyard. As you approach 
the fountain, two Amphibians will leap from it and 
attack you.  Head over to the front of the fountain 
and place one of the four Panels you received in 
the device (it won't matter which one you put in, 
you'll still have the same puzzle. Place the Panels 
in this order: 3rd from the left, 1st, 2nd from the 
left, and 4th from the left. This will move the 
statue in the fountain forward. Walk around to the 
back of the fountain and jump in. There is a door 
on the floor with a code panel lock. Access the 
lock, and enter "PROJECTSIN" as the Password. The 
machine then tells you that a Meter Adjustment is 
required, and tells you the machine to do this is 
located in the DM Control Room, which is back in 
Screaming Moon. Head out of the Courtyard, through 
the Evil House Entrance, and back into Screaming 
Moon. Head the way you did before to return to the 
Entrance Room. However, you'll soon notice that the 
area is populated with enemies again. There are two 
Mantises in the hallway with the computers you had 
to turn on before, in the room with the chairs, 
there are three Vampires, in the next hall there 
are six Vampires, and when you reach the Entrance 
Room, four more Vampires will greet you. Head up 
the elevator to the Kitchen. There are 5 Vampires 
waiting here. Run into the Save Room, and from 
there enter the next hallway. There are two Wolves 
there. Enter the DM Control Room, and access the 
glowing machine in the corner. This activates a 
meter that is not at the correct frequency. To move 
it into the correct position, press Circle when the 
line passes through the target in the middle of the 
screen. If you hit it at the right time, the meter 
will balance out slightly. If you miss, it will 
shake and remain in its current position. After you 
move the meter to an even frequency, another line 
appears, and you must repeat the process. After 
both meters are adjusted, the door in the bottom of 
the fountain in the Evil House will open. Exit the 
DM Control Room, head back down the elevator, and 
walk up the stairs. There are two Wolves in the 
next hall. Make your way back into the Evil House, 
and enter the door in the bottom of the fountain. 
You will now be in the Underground Lab.
	Once you are in the Lab, follow the hall around 
to where you will encounter two of the purple 
creatures. After killing them, run straight past 
where they were and into the next doorway. In this 
room there is another purple creature. Also in this 
room is a Drink, a Key, and two Files. After 
collecting these items, leave the room. Before you 
can exit, though, the computer to the left o the 
door automatically turns on. Access it to read the 
message. Then head back out into the hall. 
	Head back the way you came, but this time turn 
right at the intersection where you killed the 
purple creatures before. Go past the first set of 
double doors and enter the second set. In the next 
hall are three Vampires. You can enter the Save 
Room here as well. In the Save Room you will find 
two boxes of Ammo, Food, and the Map. Exit the Save 
Room, then use your Key to open the other door in 
the hall. Inside is a giant coffin and Misato. 
After talking with her, pick up the Key Card in the 
corner of the room, then leave. Outside, four 
"Mutants" await you. After dealing with them, exit 
this hall and enter the previous hall. Use your 
Card Key to open the first set of double doors, but 
beware of the four mutants in this hall. Continue 
through the next hall until you reach the 
intersection. At the intersection, turn 
left/Keith's right, down the lighted hallway. In 
the next room you will find three Mutants, a Drink, 
and another Card Key. Exit this room, then head 
back down the hallway. At the intersection, you 
will see the Man in Black run by. Follow him to the 
Coffin Room. (The same room where you found Misato)
	In the Coffin Room, a short scene will take 
place with the Man in Black. After he forces you 
out, return to the hallway where you saw him run 
by. As soon as you enter that hall, and alarm goes 
off, signaling that the building will detonate. A 
countdown will also start. Head down the hall, past 
the lighted hall, and enter the large doors at the 
end. You will now be in the Parking Garage. Another 
scene takes place, and a giant bug-like creature 
attacks Keith. You will have to fight it. After 
defeating it, Keith and Misato escape the Desert 
Moon as the building explodes. 

End of Disk 1


After the truck breaks down and you once again 
regain control of Keith, just head straight and up 
the ladder on the wall. At the top, you will see 
two buildings: a shack and a Diner. Enter the 
Diner. Inside you will find a Drink, and three 
boxes of Ammo. After you collect these items, head 
outside through the door. There are two Wolves 
outside. After dealing with them, turn right from 
the Diner and pick up the two boxes of Ammo that 
are laying on the crate. Then enter the door in the 
building near the crates. Inside is a Save Room. In 
here you will find a box of Ammo, and the Map. 
After getting these, head back outside. 
	Continue past the door to the Diner and climb 
the ladder at the end of the path. When you jump to 
the other side, a Wolf will attack you. When you're 
ready, climb the other ladder in this area. (To the 
left of the first ladder) This puts you in another 
small area with three Vampires, a box of Ammo, and 
a Key. Now head back up the ladder and into the 
previous area. Enter the trailer. 
	In the Trailer is a box of Ammo and a Drink. 
There is also a switch near the door. Before you 
leave, flip it. This will cause the ladder on the 
side of the trailer to lower and you'll be able to 
climb it. Go back outside, and climb the ladder.
	You will now be on the roof of the trailer. 
There is a small wooden plank leading to the 
adjacent open building. In the passageway of the 
building are three Vampires. Deal with them, then 
head down the ladder at the end of the passageway. 
In this area you will find a Key. Head back up the 
ladder, go down the ladder at the trailer, climb 
the ladder you used to first enter the area, and 
enter the Diner once again. Go out the other end of 
the Diner and use the Key on the door to the Shack. 
Inside the Shack you will find a box of Ammo, Food, 
and a Key. There is also a Chainsaw, but the cage 
it is in is locked, and we don't need it just yet. 
Now, return to the area with the trailer, stand on 
the forklift's platform, and use the Key to start 
it. It will lift you up and over to the next area. 
	On this trail there are two Wolves waiting for 
you. Run to the end of the trail, and you will see 
two huge doors, which are locked for now. Head up 
the stairs to the left of the door, and enter the 
building at the top. In this building, you can get 
two boxes of Ammo, and a Key. Make sure you have 
these items before heading toward the staircase 
leading down, because you will not be able to 
return here. After you have collected these three 
items, walk toward the staircase. A scene will take 
place, and the floor will break underneath you. 
This puts you on the ground floor of the building, 
but you will not be able to return to the second 
floor. This is also a Save Room. In this Save Room 
you can find two boxes of Ammo, Food, and a File. 
After you're done in here, exit the building,
	Outside, you will find a box of Ammo. Enter the 
first Cottage you see after exiting the previous 
building. Inside, four Vampires are waiting, along 
with a box of Ammo, the M60LMG Rifle, the Map, and 
a File. When you're done, exit this Cottage and 
enter the one next to it. Inside this one are three 
Vampires, as well as two boxes of Ammo, a Bottle, 
and a Key. Once you've collected these items, head 
out of the Cottage and back to the first building. 
However, instead of entering the Save Room again, 
use the Key on the door next to the Save Room door. 
(It is just a little further past the first) After 
you open the door, Misato appears, and another 
scene takes place. When it is finished, enter the 
House.
	As soon as you do, you will face three 
Mantises. Also in this area are a Drink and two 
boxes of Ammo. Walk around the hall through the 
House until you come to an area with three doors, 
one north, one south, and one west. Enter the 
northern door first.
	Inside this room you will find a box of Ammo, a 
Drink, a File, and a Key. Exit this room, and enter 
the western door. Inside there are two Vampires, a 
box of Ammo, the Map, and a File. Exit this room 
and head back into the living room. (The room that 
you first entered in.) You will notice a blue 
square on the floor. This is a door leading to the 
Basement. Head down there, and deal with the three 
Vampires. Be sure to collect the box of Ammo and 
the Drink as well. When you are ready, try to open 
the door leading to the next room. It is locked 
with a 5-Digit Password. Enter the numbers 45911 to 
open the door. This will take you to the second 
room of the Basement, where three Vampires will 
attack you. When you are finished with them, grab 
the Key from the shelf and head back upstairs.
	Once you are back on the ground floor of the 
House, head to where the three doors are. Use the 
Key you found to open the southern door. Inside you 
will find an empty Wine Bottle. Take the Wine 
Bottle to the Keg that is sitting next to the 
fireplace in the living room. Use the Keg to fill 
the Wine Bottle, then head downstairs to the 
Basement again. Go to the second room, and put the 
filled Wine Bottle in the Wine Rack. This will open 
the door to the corridor. When you enter the 
corridor, two Mantises will attack you. After 
you're finished with them, climb up the ladder at 
the end of the corridor, which will take you back 
outside. Immediately turn to Keith's right when you 
are back outside and snatch the box of Ammo resting 
on the crate. Then wrap around the back of the 
House and grab the Drink before entering the ruins 
of the old building.
	Make your way across the area with water in it 
and turn right when you enter the ruins. Keep right 
all the way throughout the "maze" and you will come 
to a large metallic door. Open it and enter the 
Graveyard. In the Graveyard, there are five 
Vampires ready for you. Turn left from the entrance 
and head to the stairs. Climb them, and you will 
reach the elevated part of the Graveyard. When you 
do, a scene will take place with the Man in Black. 
When it is finished, continue past the gravestones 
and enter the door at the end. You will now be in 
an area with a large electric generator, an 
elevator, and an office. The elevator doesn't work 
yet, so enter the office and collect the Drink, 
File, and Key, then head back through the 
Graveyard.
	This is where things get difficult. You'll soon 
notice that most of the enemies are back, despite 
the fact that you may have killed them before. So 
be ready for a lot of enemies, since you'll pretty 
much be backtracking your entire route to this 
point. The five Vampires are back in the Graveyard 
area, so deal with them accordingly. Keep retracing 
your steps until you reach the Basement corridor, 
where the two Mantises have returned. The second 
room of the Basement is once again populated by 
three Vampires, as is the first room. Upstairs, 
there are three Mantises waiting. Once you exit the 
House, you will meet the five Vampires that are now 
running around outside. Use your Key to open the 
big metallic doors that were locked earlier. This 
will allow you to return to the trail between 
Marlin Town and Mobile Grave without having to go 
through the building where the floor collapsed. On 
the trail you will meet the two Wolves you had to 
deal with before. Continue along the trail and 
climb the ladder leading to the trailer area. The 
forklift will lower you down, and you'll be greeted 
by a Wolf. Climb the ladder leading back to the 
Diner and deal with the two Wolves who are walking 
around outside. Enter and go through the Diner, out 
the other end, and enter the Shack. Use the Key on 
the cage holding the Chainsaw. Now that you have 
it, it is time to return to the Graveyard.
	When you exit the Diner, you'll notice that two 
Amphibians have replaced the two Wolves. Climb back 
up the ladder, and use the forklift to get to the 
trail again. Once again, the two Wolves have become 
two Amphibians. Once you enter the large doors 
again, you'll notice that three Amphibians have 
replaced the five Vampires from before. Enter the 
House again, and watch out for the two purple 
creatures that are there now. Head back into the 
Basement, and enter the second room. Deal with the 
purple creature there, then head into the corridor. 
Make your way back to the Graveyard, where three 
Amphibians await. Go up the stairs again, and 
before you enter the door leading to the generator 
area, use the Chainsaw to slice off the shining 
blue chain protecting the electric box. Access the 
box, then place the Blue, Red, and Yellow Cables in 
their corresponding slots. (The Blue Cable should 
be placed in the slot opposite the other Blue 
Cable, the Red with the Red, and the Yellow with 
the Yellow) This will restore power to the 
elevator. Enter the generator area, then open the 
elevator. Misato will appear, and a brief scene 
will take place. Once the elevator reaches its 
destination, make your way through the hall to the 
double door elevator. Another scene will take 
place, and a Mantis will break through the floor 
and attack. Shoot it, and it will fly away, 
breaking a hole in the side of the elevator. Exit 
the elevator, and Misato will say that her leg 
hurts. After she is done talking, you will be free 
to explore.
	Start by turning left from Misato and making 
your way to the cage area, where you will find a 
box of Ammo and a Drink. Climb up the nearby 
elevator and you will be in the Computer Room. In 
the main part of this room you can get a Drink and 
the LMG Part. If make your way to the back of the 
room you will find a hallway with an elevator, as 
well as three boxes of Ammo. You can also go to the 
room with the Operating Table on the opposite side 
of the Computer Room, but there aren't any items 
you can get there. When you are finished, head back 
down the ladder, continue past Misato, and enter 
the blue door leading outside.
	Outside you will find one lone Vampire. As you 
continue across the side of the Dam, you will 
notice a small area just before the ladder leading 
down where a switch to lower another ladder is, but 
it doesn't have power yet. Continue past it, and 
climb down the ladder to the next area. Keep going 
along the path and climb up the next ladder. When 
you reach the top, enter the next indentation and 
enter the large door there. Inside there are four 
Vampires waiting for you. There is also and 
elevator and a locked set of double doors in this 
room. Enter the small elevator to the right, and 
you will come to a large hall. Run through the hall 
and head down the stairs. At the bottom you will 
face a purple creature. Continue through the 
hallway (don't go through the door by the stairs 
just yet) and kill the next two purple creatures in 
this hall. There is a box of Ammo and a Drink in 
this hall as well. Once you reach the end of the 
hall, enter the next room. Inside you will find two 
boxes of Ammo, the Grenade Launcher, and the Ammo 
Machine. (Which can't be used yet.) Once you've 
collected these items, exit the room and head back 
to the stairs, then enter the door you passed 
previously. (The one by the stairs)
	In this next hallway, there are three Wolves 
waiting. When you reach the end of the hall, you 
will see two doors: one a regular door, and one a 
large metallic one. The smaller of the two is 
locked, so open the large metallic door and enter 
the Save Room. In here you will find a box of Ammo, 
the Map, and a Key Card. After you pick up the Key 
Card, the Man in Black will appear and another 
scene will take place. When it is finished, exit 
the room.  
	Now it's time to return to the room where you 
first entered this part of the Dam from outside; 
the area with the elevator and the locked double 
doors. Head back through the hall where the Wolves 
were, enter the hall where the purple creatures 
were, and go back up the stairs. Continue along 
until you reach the elevator door again. When you 
are back in the room you first entered this area 
in, use the Key Card on the double doors. (The ones 
with the red light next to them.) There is one 
Vampire waiting in the next room. There is also a 
box of Ammo, a Drink, and the Map here. Go up the 
stairs and you will enter a Save Room. There are 
two boxes of Ammo, Food, and a Bottle of Blue 
Liquid here. Exit the Save Room through the door, 
and you will be outside. There is a box of Ammo 
here. After you have collected these items, head 
back down the stairs from the Save Room.
	Once you are back in the other room, make your 
way around the large "post" in the room. There is 
an elevator door on the side opposite the entrance 
to this room, near the windows. Enter it, and you 
will end up in the Lab. After you reach this area, 
immediately turn around and head through the 
opening to the right of the elevator. There are two 
areas in this section of the Lab. One area contains 
a box of Ammo and a glowing computer. Access the 
computer to unlock the large metal door that was 
locked before. (It will show you which one it 
unlocks) In the other area is a File, sitting on 
top of a desk. Now head back to the elevator, but 
before you do, continue past it and to the right of 
the giant door to reach another area, where a box 
of Ammo and some Nitroglycerin are. After you have 
collected these, head back up the elevator.
	Make your way back to the area with the 
elevator and the double doors, and go back down the 
small elevator that you first entered. You'll 
notice that the hall here now has five Mantises in 
it. Make your way to the end of the hall and go 
through the door the computer in the Lab unlocked. 
In this hall a Giant Bat will attack you. Enter the 
first doorway you see in this hall. (It is right 
after the first turn) Inside are two Mantises and 
an "Ammo Case" at the end of the hall. Now head 
back into the previous hall. Make your way to the 
end of it, and enter the door. Inside this room 
there is a box of Ammo and a Key Card. After taking 
these items, head back out into the hall and go 
through the large metallic door. 
	At this point, an optional "side quest" occurs. 
You now have the three items necessary for the Ammo 
Machine in the room on the floor below: the Blue 
Chemical, the Nitroglycerin, and the "Ammo Case." 
You can choose to go down the stairs to the hall 
below now, but be warned, since the purple 
creatures and Wolves have returned to their 
original positions. (You can bypass facing the 
Wolves if you don't need to return to the Save Room 
where the Man in Black explained the Prophecy, but 
you will have to face the three purple creatures in 
the hall to the Ammo Machine Room no matter what) 
When you return to the Ammo Machine room, just put 
the three items mentioned above into the Machine, 
and it will give you a new type of Magnum Ammo. 
When you are finished, head back up the stairs in 
the hall where the purple creatures were.
	Continue along this hall until you reach the 
elevator once again. Go up it, then enter the 
double doors leading to the room with the entrance 
to the Lab. Enter the Lab, and use the Key Card on 
the huge doors in front of the elevator. Head 
through the short hallway and enter the door. A 
scene will take place between Keith and Alicia S. 
Tiller. When it is done, she releases a new 
specimen to attack. Actually, there are several of 
them. Kill these "Children", then enter the door to 
the right of the entrance. Collect the M82A1 Rifle 
lying on the desk, then head down the short flight 
of stairs. Continue past the tables and tubes and 
enter the next room. Here you can find a box of 
Ammo, Food, and a Key. Head back the way you came 
and enter the room where you fought the Children. 
Now use your Key to open the doors on the opposite 
side of the room.
	You will now be in Gells' coffin. Before you 
can do anything here, three Witches appear, and 
attack you. A scene plays out. When it is over and 
you have control over Keith, you will begin the 
battle with the Witches. They are very brutal, and 
have many powerful attacks, such as throwing balls 
of energy, throwing exploding triangles, causing 
the ground beneath you to erupt in flames, and 
swooping down to know you over. Make sure you have 
plenty of health-recovering items with you. The 
best strategy is to wait until they are preparing 
to attack you, (make sure they're standing still) 
then fire with (I prefer) the Magnum. If you fire 
at the wrong time or while they're flying, you 
won't hit them. Keep moving throughout this fight, 
and try to avoid their attacks at all costs. When 
you have beaten them, grab the Fuse in the middle 
of the room, then head back into the Lab.
	Backtrack your way to the elevator, go through 
the double doors, and head back outside to the side 
of the Dam. Continue along the path to where you 
left Misato earlier. At the last area before 
Misato, there will be one of the Children waiting 
to attack. Kill it, then enter the next room. As 
soon as you do, an alarm will go off, signaling 
that the Dam will explode. Misato will then appear, 
and she and Keith must escape together. Make your 
way to the glowing red Fuse Box, near the caged 
area where the ladder leading to the computer room 
is. Place the Fuse inside the Box, and it will 
restore power to the switch that will activate the 
ladder outside. Make your way back outside, and 
enter the small indentation right before the first 
ladder leading down. Flip the switch to lower the 
ladder. You are now at the end of the game. Make 
sure you have the necessary weapons (I just used 
the Magnum, but you may want to bring more) and a 
decent amount of healing items. There aren't any 
more Save Rooms beyond this point, so if you must, 
return to one of the two Save Rooms inside the Dam. 
When you are ready, head up the ladder.
	Once you reach the top, two Children will 
attack. Deal with them, then continue through this 
hall until you reach another ladder. Go up it, and 
two more Children will be waiting outside. When you 
are finished with them, enter the metal door at the 
end of this area. Continue across this next section 
and enter the door with the Parking sign above it. 
As soon as you do, the final fight begins.
	The Witches will appear again in another 
cinematic, and you will be forced to fight them 
again. They use the same attack patterns as they 
did before, so use the same strategy as before. 
However, this time you must fight them with a five-
minute time limit. If you do not defeat them within 
the allotted time, you will be forced to face 
Gells. But if you do beat them before time runs 
out, you will see the final cinematic and the game 
will be over. However, if you do have to face Gells 
be prepared for a tough fight.
	Gells attacks in several ways: either by 
clawing, firing lightning bolts, shooting balls of 
energy, or a "disruption" attack that causes the 
background to swell. During this fight it is best 
to stay as far away from Gells as possible, and 
keep moving. When he charges at you, he is going to 
claw at you. Run away, then fire at him. More than 
likely he will then attack with the lightning or 
balls of energy. Keep moving, and fire at him 
whenever you get the chance. I found the Magnum to 
be the best weapon to use against him. After a 
substantial amount of hits, Gells finally erupts in 
a ball of light and fire. Congratulations! You have 
beaten the game! The final cinematic plays out, 
then the credits roll. At the end of the credits 
you will receive a rank. If you get an S Ranking, 
and you played the game on Normal difficulty, you 
will get Special Story Mode. Be sure to Save it to 
a Memory Card! (The file name will appear green) 
Enjoy Special Story Mode and the rest of the extra 
features the game has to offer!


If you have any questions or comments, please feel 
free to visit my Countdown Vampires Website at

http://mscountdownvampires.homestead.com/intro.html

or e-mail me at Baron3000@aol.com






Show CheatCodes.com some Love!