Walkthrough And Strategy Guide - Guide for The House of the Dead 4
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***** ****** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** T H E H O U S E O F T H E D E A D *** *** ******************************************************************************* ******************************************************************************* *** *** *** *** *** *** THE HOUSE OF THE DEAD 4 FAQ Version 2.1 In-Depth Walkthrough and Ultimate Strategy Guide Arcade Versions Written by : Shadi Sobremisana E-Mail : shadift [at] yahoo [dot] com Location : Manila, Philippines This FAQ is copyright © 2008 Shadi Sobremisana THE HOUSE OF THE DEAD 4 © 2005 SEGA Hello! I'm Shadi, and I'm this FAQ's author (duh...) and I'll offer you help through the latest shoot-down-the-undead-with-lead craze from SEGA, THE HOUSE OF THE DEAD 4. This is my first FAQ, and is supplemented by a shorter BOSS FAQ. My other FAQ is for the mobile phone version of of X-Men Legends 2: Rise of Apocalypse. Please don't hesitate to give me your comments to my email: shadift [at] yahoo [dot] com Please write "HOD4" or "House of the Dead 4" as the subject. I'm planning to write a FAQ for HOD3, but as long I do not have the time, its fate will still be in the air. There are other FAQs you can use for it by this time, though. This FAQ's only location should be only at these sites: www.gamefaqs.com www.1UP.com www.gamerHelp.com -> deleted inactive account Please notify me when you see this FAQ somewhere else. The prelude to Armageddon... Witness Pandora's Box unleash its terror... Whatever it is... Let's get started, dude! ******************************************************************************* C O N T E N T S ******************************************************************************* I Revision History II The House of the Dead 4 Story III Gameplay IV Characters V Items VI Zombie Bestiary VII The Walkthrough Chapter 1: ESCAPE Chapter 2: LOST Chapter 3: EMPTINESS Chapter 4: DESPAIR Chapter 5: REUNION Chapter 6: HOPE VIII Boss Strategies Chapter 1 / JUSTICE T-0053 Chapter 2 / LOVERS T-6805 Chapter 3 / EMPRESS T-1201 Chapter 4 / TEMPERANCE T-0483 Chapter 5 / STAR T-0001 Chapter 6 / WORLD T-Beta IX Endings X Hypothetical Ranking Calculations XI Treasure Room Locations XII Codes and Tricks XIII High Scores XIV Boss Encyclopedia XV Author's Odds and Ends XVI Credits XVII Disclaimer ******************************************************************************* I R E V I S I O N H I S T O R Y ******************************************************************************* Version 1.0 (02/10/2006) - Original release Version 1.1 (02/16/2006) - Second release - Major layout modification - Error corrections - Added ENDINGS Section - Added CODES Section Version 1.2 (02/25/2006) - Third release - Added a cute ASCII art for the title screen - More spelling and grammar corrections - Completed the locations of Medkits and Grenades! It may still be incomplete, but I gave at least one location for each of the Grenade or Medkit Items in each Chapter - Added 2 more endings in the ENDINGS Section - Added HIGH SCORES Section - Added TRIVIA Section Version 1.3 (03/01/2006) - Fourth release - Started the Full FAQ upgrade - Slight layout modifications and corrections - Started BESTIARY Section - Started PATH WALKTHROUGH Section - Added TREASURE ROOM LOCATIONS Section - Added AUTHOR'S ODDS AND ENDS Section Version 1.4 (03/06/2006) - Fifth release - Few manuscript modifications. Don't ask me what I had changed I don't remember most of them anyway... See for yourself ;-> Version 1.5 (03/09/2006) - Sixth release - Design modifications - Added a few more zombies in the BESTIARY - Added a RANKING Section, which may help in determining your ranks for a chapter and even your overall rank - More critiques in ODDS AND ENDS Section Version 1.6 (03/14/2006) - Seventh release - Completed Chapter 5 Path Walkthrough (2 down, 4 to go) Version 1.7 (03/26/2006) - Eighth release - Layout modifications - Major corrections from the Message Board - Completed all the Chapter Walkthroughs except the LIVE DECISION paths Version 1.8 (03/31/2006) - Ninth release - Error and grammar corrections - Added a few LIVE DECISION paths in the Chapter Walkthroughs - Corrected some of the questionable locations of Medkits or Grenades - Hypotethically completed the BESTIARY Section Version 1.9 (04/06/2006) - Tenth release - Completed (100%) all paths in the Chapter Walkthroughs - Corrected a few requirements for getting a certain ending - THIS IS _PROBABLY_ THE FINAL REVISION. THIS FAQ WILL ONLY BE REVISED IF EVER THERE WILL BE BIG TIME NEWS AND NOTES THAT I WILL DISCOVER TO KEEP THIS FAQ AS INFORMATIVE AS IT SHOULD BE. Version 2.0 (08/29/2007) - Second edition - FAQ is almost a year and a half old, still no other big news about THOTD Special, and I haven't experienced the bugs reported yet. - Major redesigning in FAQ layout. Few more notes added. - Live decisions and walkthrough enhanced for easier viewing as you pass through each level's locales. - Updated scoreboard - FAQ is rechecked for any other errors, thanks to a reader kind enough to send word about my FAQ for after a year! XD Version 2.1 (02/10/2008) - Second edition, twelfth release - FAQ is officially 2 years old - Anything belated: Merry Christmas, a Blessed (Chinese) New Year! - I still have not received any big news nor played THOTD Special - The game glitch seem quite rare to happen since I've not seen them - Minor corrections on the FAQ and updated scoreboard and credits - Got news that THOTD4's release for XBOX360 is TBA for this year 2008. - A big thanks to all those who sent e-mail about my FAQ within 2 years. - To commemorate the 2nd birthday of the FAQ, I played THOTD4 again at a local Timezone arcade here in Manila. My skills may have been a tad rusty (since I used around 4-5 credits as opposed to 2-3 before), but I still managed to get 300,000+ points in the end, still a Rank 3 Expert Agent. I just missed a few secret locations, but I can still remember the "checkpoints" of the detours in one glance. :) ******************************************************************************* II T H E H O U S E O F T H E D E A D 4 S T O R Y ******************************************************************************* NOTE: Major _SPOILERS_ up ahead! This fourth sequel of the popular THE HOUSE OF THE DEAD series is actually the prequel of THOTD3. It followed the events 3 years after THOTD2. The main protagonist was still JAMES TAYLOR (no, not the singer of 'You Got a Friend'), who has obviously aged a bit more since year 2000. Instead of an older Gary Stewart as his AMS companion, Taylor's new apprentice under AMS replaced him: KATE GREEN. What happened to Gary, Amy, and Harry are not in my position to answer. I mean, the latter two are (very) pathetic NPCs... I would personally think Amy eloped with Gary, since I presume Harry was killed by the mortal wound he got from Strength... (remember the Colosseum?) And then, mebbe Harry became insane, and... oh, I think I'm pouring my own thoughts as spoilers. XD Three years after the very dreadful events of February 26, 2000, the so-called Pandora's Box has opened. The Earth's surface has been infested with monstrous zombies, and it seemed that there are no survivors this time. Now veteran AMS agent JAMES TAYLOR, with his new partner KATE GREEN, must brave through these abominations once again and stop the person behind this mayhem might be. The armageddon continues in 2003... ******************************************************************************* III G A M E P L A Y F E A T U R E S ******************************************************************************* OK, this game rocks for a lot of reasons. Though it may not surpass its great predecessor, it has its features that makes it one of the greatest sequels in THOTD history... Yeah, SEGA now uses the LINDBERGH technology, the reason of the extremely vivacious and life-like undead graphics! LONG LIVE THE DEAD!!! -------------------- T H E G U N \ ------------------------------------------------------------------------------- It all started as handguns: a BERETTA in THOTD1, and a Desert EAGLE in THOTD2. In THOTD3, SEGA eliminated the cheap on-screen reloading tactic (by swiping the gun's infrared muzzle with the index finger) with a powerful pump-load single- barrel shotgun, which dispatches hordes of zombies with a well-placed bolt of shotgun. However, some people complained about the weight of the shotgun. And now, THOTD4 gives players a new gunning experience to talk about... Now, two 9mm MAC-10 (American UZI) submachine guns sit in THOTD4 cabinets! By depressing the trigger, you unleash rapid-burst firing. The best thing is that gun reloading requires you to only SHAKE the gun once to refills your ammo to a full charge of 30 rounds. Your hand will tire like any other shooters, yet this innovative reloading feature reduces annoying hand cramps. A clip holds a lot of ammo, so reload whenever you find your supply low. Directly firing a clipful of ammo inflicts helluva damage to zombies or boss monsters alike. Shots also destroy background objects for hidden items. Note that you CAN NOT reload while firing, nor can you shoot as your player 'reloads' the SMG on-screen. The SMG is greatly lighter than a shotgun, but weighs a tad more than the handgun. * Holding the SMG properly (watch how James and Kate hold theirs): - Hold the handle with the right hand close to your chest. - With your left hand, hold the end of the SMG (near the muzzle), with your 4 fingers on the side, and your thumb ON THE GRENADE BUTTON. - When shooting, hold the SMG near your face and use the aiming bolts at the SMG's spine and aim for a long streak of guaranteed headshots. - To shoot continuously, HOLD DOWN the trigger. This is neither a handgun nor shotgun, so tapping the trigger hurts your index finger more quickly. There may be instances where you must utilize precise shots with quick taps, how- ever, in reasons explained later in the FAQ. - If you followed the correct way to hold the SMG, use the left hand to steer around your fire, and your left thumb must have perfect reflex if you want to push the button to toss a grenade should the need arise. * Reloading the SMG properly: - BEFORE PLAYING, ensure that the shaking mechanism inside the gun works to reload properly. CLICKS are heard if the SMG is shaken even once. - RELEASE the trigger prior to any reloading attempt. - Bring the gun down like reloading the handgun: you shake the gun as well. To lower the gun: use your arms, not your wrists. Doing so may strain your wrists a lot. A nice method for those handgun experts. - Move your hand slightly downward, or sideward. In short, POINT YOUR SMG OUTSIDE THE SCREEN: My simplest preferred way to reload that doesn't strain the wrist much. SEGA's GHOST Squad players, bring it on! - There are a few dummies who still use the ON-SCREEN reloading tactic though it has long been eliminated. Tapping on the muzzle does nothing, but leave fingerprints on the infrared lens that may interfere with the gun's sensor. That could ruin your game and others' through time. Man, they really don't learn from the cheap way, eh? - Alright, if you do the on-screen reload, you unwittingly move the gun as well... Your finger's pressure on the muzzle shakes the SMG, but may leave your fingerprints on the muzzle as well. It's really a disadvantage. - Ensure a fresh load of ammo anytime. Another hint: NEVER reload the moment a zombie grabs: it's fatally fatally fatal... especially to your wallet. * During gun-shaking sequences, do the following to fill the bar quickly: - Grip the handle with both hands and shake it vigorously. I don't use this personally, 'cause you can bust open your own nose or lips if you shake the gun too hard. I warned you... You won't wanna go home with a bleeding nose or busted mouth without any fistfight, do ya? Say that you failed to stun Temperance and got smashed on the wall as a result. - Wiggle the gun left and right. Still, expect wrist pain as time passes. - My preferred way: hold the SMG by the spine, and shake it with one or both hands. I find this the easiest and the best method especially when being held back; this method fills the bar quickest. NOTE: These are only my opinions and methods. Have it your way with your own. However, an SMG's bullets may not surpass the power of a shotgun bolt. This is compensated with the use of... ------------------------------ H A N D G R E N A D E \ ------------------------------------------------------------------------------- Yeah baby! Reminisce the nifty rocket launchers of Operation Wolf and Resident Evil; and the grenades of Area 51 and Metal Slug. Aim the gun at your desired direction and press the grey button at the lower-left cheek of the SMG. Your player whips out a hand grenade, pulls the pin, and chucks it in the direction the gun is aiming. BOOM! Watch the on-screen zombies fly away. This is helpful to clear out a screenful of zombies with ease. Still, a grenade may still be not enough to kill all zombies, lest greatly damage them, so let your bullets finish them. Grenades are also your pals in boss fights: if thrown at the right time, a grenade stuns a boss for a whole round upon impact. They are somehow scarce, for you hold 3 by default, so save 'em for crucial times. Use them IF AND ONLY IF if you really need to. Between losing a life or using a grenade, choose the latter. At least one grenade per chapter is well-hidden deep within. Note that the explosion is strongest at the farthest 'end' of the screen. NOTE: Depressing the Grenade Button delays the throw until you release it. Be warned that gunfire is DISABLED while your player carries a grenade around! NEVER delay grenade-tossing prematurely! -------------------------- L I F E M A R K S \ ------------------------------------------------------------------------------- The Life Marks remain unchanged: Red for Player 1 and blue for Player 2. You have three (default) to five torches that will indicate your current lives. If you suffered damage, one Life Torch is extinguished. Each Life Mark lost loses you 500 points ALSO. If you lost all your lives (and all credits), James' final breath is "All hope is lost...", a sarcastical insult that it's GAME OVER. To balance life loss, Medical Kits are hidden deep within each chapter, usually inside inanimate objects. Shooting a Medkit lights up one Life Torch. Very proportional, isn't it? XD Since the bosses are among the life-munchers in the game, I'll give a strategy on minimizing life loss or even lose no life at all. What gave THOTD4 a boost in gameplay is your player's interaction to enable you to avoid taking damage: * IF HELD-UP: When you are grabbed by a monster, an enormous X marks your ammo to indicate gunfire is disabled. A SUCCESS bar is displayed on the screen. Your aim is to shake your gun vigorously so that you fill the gauge within an invisible time limit. A DANGER sign appears shortly, and if you fail to break free, you will take damage. You will do this gun-shaking on all chapter bosses. The best way to break free is to grip your gun with both hands and shake it. It can be a bit harder if there are two players, both being gripped. Once you break free, zombies will fall back like dominos, this time very open to attack. Think of it as Jill's tackling dodge move in RE3 Nemesis. NOTE: A lifeline is also displayed, which actually served as a 'time limit'. Once the lifeline goes straight, you are in DANGER of losing a life, so shake it away! * IF CHARGED DOWN: When you are charged down, the same interaction applies. However, the bar is slightly varied. The good part is that you won't take damage when you fail, but you can be in either: (a) a more dangerous situation or (b) take a detour AND lose hidden items. If you broke free, zombies stagger back like dominos, this time very open to attack. Think of it as Jill's tackling dodge move in RE3 Nemesis. * IF KNOCKED DOWN: When you are knocked down, you are at a HUGE disadvantage. Both players will stumble, and you must shoot down 3 to 4 zombies before they crush your noses with their feet. Take 'em all down quickly or BOTH players will take damage! Once you kill them, your character stands up once again and regains control. It's just like quick recovery from being knocked down in Resident Evil and even fighting games. Hey mister, don't look stupid by shaking the gun if you are knocked down. It'll do nothing, trust me. * BUSTING UP DOORWAYS: When there is an option to open doors, you must decide to open it or not. The only difference is the BIG change of routes with any choice you take. Shaking the gun also applies here. However, during Boss battles you MUST and you MUST open the door to avoid taking damage! And by the way, there are several doors if not opened leave you to contend with even more zombies, but killing them all with headshots means more points as well! Read across the FAQ when should doors be opened or not! NOTE: Ranking-wise, you may earn as much as 2 Life Bonuses at the end of each chapter. By the way: like THOTD3, there are no stupid citizens to worry about, as there are no survivors in the city. (Picture Raccoon City from RE3 Nemesis after the T-Virus epidemic. Should I say GOOD RIDDANCE?) -------------------------- W E A K P O I N T \ ------------------------------------------------------------------------------- Most zombies' weakest point is the HEAD. Shooting them by this vital spot gives you an advantage to kill 'em quickly. Since you have an SMG, use the rapid-fire feature to gain more points with critical shots. The number of PERFECT critical shots greatly affect end-of-chapter rankings. Higher ranks net you bonus lives after the chapter ends. There is a series of remarks for each successive kill with a headshot. The first headshot is ranked GOOD, the next as EXCELLENT, then AMAZING. All successive headshot kills are considered PERFECT. The streak only ends if you take damage or if a zombie is not killed by the weak point (i.e. chest, legs, etc.) and resets back into "NO RANK", then "GOOD"... The streak cycle repeats again. NOTE: There are certain enemies that have a weak point that is not the head. In such cases, the 'headshot' counts if and only if this enemy is shot down on the chest. Weak points are further explained in the Zombie Bestiary. ******************************************************************************* IV C H A R A C T E R S ******************************************************************************* Player 1 plays as James; and Player 2 plays as Kate. Interestingly, Player 1 is the red-colored player, wherein James wears blue. On the other hand, Player 2 is the blue-colored player, yet Kate wears red. Weird move, SEGA... ------------------------------ J A M E S T A Y L O R \ ------------------------------------------------------------------------------- "It's all happening again. But it's much worse this time..." Now veteran AMS agent, James was haunted by a man from his past, and he feels this man is the one behind all these undead mayhem in the city. Still, James strongly believed there is still hope to restore the city. -------------------------- K A T E G R E E N \ ------------------------------------------------------------------------------- "How the heck are we supposed to fight this many?!" James' partner who replaced Gary Stewart, Kate regarded James very highly and was honored working with him as his fellow AMS agent. She's a fasionist lass with an big sense of humor. Imagine her jokes and stylish scarf, miniskirt, stockings, and high-heeled boots during her fight with zombies! Gotta love this girl, or maybe not. * * * * * S P O I L E R S * * * * * -------------------------------- C A L E B G O L D M A N \ ------------------------------------------------------------------------------- "There is no way to avoid your fate, James." The one behind THE HOUSE OF THE DEAD 2, the bi-spectacled man is back, who was believed to have plummeted to his death from the roof of the 50th floor of his Goldman Headquarters building. After the Emperor was vanquished by James and Gary 3 years ago, Goldman planned to open the Pandora's Box to restore humans into their natural state. James and Kate may be the only hope to stop him... -------------------- A G E N T G \ ------------------------------------------------------------------------------- "The battle is not over yet. I promise to take the fight back to the source." Tom Rogan's agent partner in THOTD1, returning as an NPC in THOTD2, and back as a playable character with Lisa Rogan in THOTD3. Again, he briefly gives a cameo appearance at one of the game's endings, pledging to exact revenge. Giving out the reason immediately will be one major spoiler for you to discover. -------------------------- ? ? ? ? ? ? ? ? ? ? \ ------------------------------------------------------------------------------- "There is more than one Pandora's Box." A limping mysterious man also present in the ending of THOTD3. Not much is known to this man's true identity. He tells that Goldman had been too soft and the wretched humans have no need of hope. Soon, the true end draws near, for he reveals that there is more than one Pandora's Box. Gives me the creeps. * * * * * E N D S P O I L E R S * * * * * ******************************************************************************* V I T E M S ******************************************************************************* There are several items hidden within barrels, stashes and other inanimate objects in backgrounds. Shoot anything interesting in the background! ---------------------------- P O I N T B O N U S \ ------------------------------------------------------------------------------- Increase your score by certain points. Some accumulate your score by how many shots spent on the item. Each chapter hides lots of bonus-point items around. * COIN: Variations are BRONZE (200-400), SILVER (600-800), or GOLD (1000-2000) * HAT : A purple tall hat (800) * FROG: The very familiar golden frog since THOTD1 (1000 or 2000) * TOYS: An elusive MAGICIAN statuette (2000), or a resilient toy BUS (3000) * BELL: 100 points (each hit) x 20 maximum = 2000 points _____ L O C A T I O N S _______________________________________________________ CHAPTER 1 * RADIATION DOORS as well as WHITE STASHES hide goodies. * A red wall-mounted CONTROL PANEL leads to an excellent detour. * Gold-colored elevator panels also hide goodies. * Before the BOSS fight, rebound a grenade INTO the RIGHT door for goodies. CHAPTER 2 * A secret wall on an alley to your right needs a REBOUNDING grenade to reveal lotsa goodies. * Shoot anything peculiar, even those as small as STONES or a PADLOCK. CHAPTER 3 * Scattered WHITE STASHES, BUCKETS and TRASH BINS hide various goodies. * When you OPEN A DOOR, don't be surprised. Being DRAGGED along the ground is sometimes enjoyable. Much better, you'll gain more goodies in the end. CHAPTER 4 * Scattered RED STASHES, SHELVES and TRASH BINS hide various goodies. * A secretly hidden KEY unlocks a room with various goodies hidden within. * During the BIG-BELLY BOSS PURSUIT, shoot any barrel or stash visible. CHAPTER 5 * Shoot all visible RED BARRELS. * During your car adventure, take the RIGHT PATH on the bridge. CHAPTER 6 * If you locate 2 white stashes, shoot the DRAGON on the FLOOR by its EYE to access a chamber above the stairs after a short cutscene. * Reach the last door WITHOUT CONTINUING from the start... Simple yet difficult to attain! Practice makes perfect. A 20:20 vision or being trigger-happy is also perfect! And yes, in case you have your last life, you have to survive from FOUR Robo-Ninjas to reach the Final Room. GOOD LUCK! (See Section X, TREASURE ROOM LOCATIONS for the exact procedures to access each Chapter's elusively hidden Treasure Rooms PLUS the coveted Final Bonus Room!) -------------------------- L I F E B O N U S \ ------------------------------------------------------------------------------- These restore your Life Marks by one. Since your score also lowers every time you take damage (and higher rank chances as well), you have to replenish your lives whenever possible. A few Medkits are hidden within each chapter, usually inside BG objects. Shoot the Medkit to recover one Life Torch. _____ L O C A T I O N S _______________________________________________________ CHAPTER 1 * Throughout the entire level, there are RADIATION doors at the lower walls. Shoot one down to reveal a hidden Medkit, three of which are found. Bonus points are also hidden within these doors. Examples are given below: - After destroying the RED CONTROL PANEL, there will be a detour. Soon you'll reach a point where there are 3 Muscle zombies. When you turn to the right, a radiation door to the lower-right alley hides a Medkit. - If you did not take the detour, zombies will pour in from both sides in front of the stairway door. An obvious door to your LEFT hides a Medkit. - When you reach the point Kate says "So much destruction..." Your players will turn back and waves of zombies will spring from both sides. Shoot the LEFTMOST radiation door at the far background for a Medkit. CHAPTER 2 *Kate remarks, "I'm tired of getting wet!" While descending the steps, a floating stash behind the grates in front of you hides a Medkit. * You'll pass a room to your right with 2 Bobs carrying barrels. Shoot the barrels behind them for a Medkit. * There is a section filled with Murrers and a PADLOCK at the left part of the screen. The lock must be opened before you kill all the worms. After that, kill the pair of Welding zombies before you enter again the opened door. Once you enter, destroy the barrel for the Medkit. CHAPTER 3 * If you allow the bisected Bone zombie to drag you into the door (the whelp won't hurt you), you'll have a huge route detour. Survive the horde to find a Medkit inside one of the buckets upstairs where zombies threw barrels at you. * If you didn't allow the bisected Bone zombie to drag you from the door, you'll take the escalator. Up ahead the elevator you will encounter 2 Dagger zombies just before the fork. Shoot the buckets at the left corner for a Medkit. * Kill everything with your weapons. When you reach a huge door to the next part of the level, there are 2 TRASH BINS you have to bust open at the LEFT of the passage to reveal the Medkit. CHAPTER 4 * Zombies break through the glass window. Locate the line of SHELVES in front of you and shoot the stashes in these shelves to reveal a Medkit. This shelf is actually the one you see immediately as you enter the shop (with the key and red stashes). CHAPTER 5 * There is a point where there are two waves of zombies coming from both sides. After destroying the right horde, you'll face a wave of 2 Muscle zombies and a Cop zombie. Shoot the red barrel behind the middle of the 2 Muscle Zombies to reveal the Medkit. * At the bridge, a zombie attempts to ram your car. You must successfully flee to be able to shoot the Medkit (and Score Bonus Items) before you reach the facade of the Goldman Building. If you fail, you'll have a small detour and lose the Medkit, as well as bonus items. CHAPTER 6 * In the Japanese Empire-inspired corridors of the 49th floor, there is a room with 2 WHITE STASHES at the left corner. Destroy both quickly to obtain the last Medkit. This is very tricky to get due to the fast camera movement, and even more due to another secret in this very locale. -------------------------------- G R E N A D E B O N U S \ ------------------------------------------------------------------------------- Each icon increases your grenade stock by one. A grenade is a crucial item for survival in THOTD4. Remember to hurl all grenades on your last life. It's much better to inflict damage no matter how little than wasting them when you die. _____ L O C A T I O N S _______________________________________________________ CHAPTER 1 * There is a section where zombies will run into you from the left and right sides. This is where the game suggests you to use a grenade to destroy the horde. Use one if you need to (or not, since grenades will help against the boss). Destroy the WHITE STASH at the LEFT corner for a Grenade. * You'll reach an elevator door with a horde of Claw zombies. Shoot the LEFT elevator panel for another Grenade. Two or three elevator panels also hide a Grenade each. * There will be an alley with 4 Claw Zombies. Shoot down the WHITE STASH at the bottom PRIOR a zombie latches on you. If you didn't bust open the stash, the camera shifts on 4 zombies and the chance for a Grenade Bonus is lost. However, the contents may be a Magician figure. Can anyone confirm if the contents is random? CHAPTER 2 * Choose left path through the deeper sewers. Across the brine, you'll pass along a floating stash in the water to your right. Shoot it down for another Grenade. * Past the caged zombie horde and Welding zombies, there are also 3 Bobs (fat zombies) carrying barrels. Shoot the BARRELS behind them for Grenade. CHAPTER 3 * Past the beginning of the level, beneath the stairs, 2 Muscle Zombies hurl down rocks from above. Destroy the rocks and the zombies as well. When you reached the highest step of the stairs, destroy the BUCKETS at the lower-left corner of the screen for a hidden Grenade. CHAPTER 4 * Before the Coffee Shoppe, there are 2 red stashes and a trash bin behind a zombie horde. Destroy the LEFTMOST STASH to reveal a Grenade. * Zombies will smash in through the window. Locate the shelves behind the horde and shoot the STASHES among these SHELVES to reveal a Grenade. * There is a shelf in front of you that will be smashed down by zombies. Shoot the STASHES behind them for another Grenade. CHAPTER 5 * During a car-ride, There is a section where there are two waves of zombies coming from both sides of the street. While destroying the right horde, find a pair of RED BARRELS along the wall on the RIGHT EDGE of the street. Those barrels hide a Grenade. ******************************************************************************* VI Z O M B I E B E S T I A R Y ******************************************************************************* LEGEND: * DESC - The enemy's description * WEAK - The weakest point * ATTK - Forms of attacks * LIFE - Endurance before destroying the zombie * CHAP - Chapters encountered * NOTE - Remarks about the zombie * Enclosed names the official names taken from THOTD2 and THOTD3 * Note that most zombies have the new ability to grab or push you. ____ ASSASSIN ZOMBIE __________________________________________________________ * DESC - Pale-faced fighters with fists held up * WEAK - Head * ATTK - Dash, Flying kick, Low kick, Straight punch * LIFE - Strong * CHAP - 5 only * NOTE - Since they move very swiftly, shoot all the way you can. If worse comes to worse, use a grenade. KABOOM! _____ BONE ZOMBIE 1 ___________________________________________________________ * DESC - Extremely malnourished zombies with ribs and skulls almost visible * WEAK - Head * ATTK - Arm slash, Bite * LIFE - Weak * CHAP - 3 only * NOTE - They are extremely agile and a bit hard to kill because of the swaying movement. When facing a horde of Bone zombies, USE A GRENADE. _____ BONE ZOMBIE 2 ___________________________________________________________ * DESC - Malnourished zombies halved by the waist crawling along the ground * WEAK - Head * ATTK - Latching slash * LIFE - Weak * CHAP - 3 only * NOTE - They usually come in groups of 4. Always go for a headshot. _____ CIVILIAN ZOMBIE 1 (David) _______________________________________________ * DESC - Bald shirtless male zombies in pants and tattoos * WEAK - Head * ATTK - Arm slash, Bite * LIFE - Weak * CHAP - 1 to 5; sometimes in a darker color * NOTE - A simple headshot sends him into oblivion. _____ CIVILIAN ZOMBIE 2 (Kageo) _______________________________________________ * DESC - Thick haired shirtless male zombies in pants and red-black tattoos * WEAK - Head * ATTK - Arm slash, Bite * LIFE - Weak * CHAP - 1 to 5 * NOTE - A simple headshot sends him into oblivion. _____ CIVILIAN ZOMBIE 3 _______________________________________________________ * DESC - Business men, or rather, zombies in polo shirts, neckties and pants * WEAK - Head * ATTK - Arm slash, Bite * LIFE - Weak * CHAP - 4 and 5 * NOTE - A simple headshot sends him into oblivion. _____ CLAW ZOMBIE _____________________________________________________________ * DESC - Small zombies armed with talons and stand on fours * WEAK - Head * ATTK - Latching slash * LIFE - Weak * CHAP - 1 only * NOTE - They always come in groups of 4 or more. They are very vulnerable once their clawed hands rise from the ground. You have about a seconds or two to kill one after it attaches onto you and slashes your face. _____ COAT ZOMBIE 1 (Max / Johnny) ____________________________________________ * DESC - Blond shoulder-length haired zombies clad in blue coats * WEAK - Head * ATTK - Arm slash * LIFE - Weak * CHAP - 1 to 5 * NOTE - They always come in groups of 4 or more. _____ COAT ZOMBIE 2 (Max w/ Axes) _____________________________________________ * DESC - Exactly like Max or Johnny but with throwing axes * WEAK - Head * ATTK - Axe throw (can do twice), axe slash or double axe slash (melee) * LIFE - Weak * CHAP - 1 to 5 * NOTE - They usually prefer surprise attacks from a distance. _____ COP ZOMBIE ______________________________________________________________ * DESC - Broad bodied zombies with a police cap and trenchcoat * WEAK - Head * ATTK - Shoulder tackle * LIFE - Strong * CHAP - 5 only * NOTE - Shoot their legs to slow down their attack. Then kill with headshot. They can be swift and their tackle can be dangerous. _____ DAGGER ZOMBIE ___________________________________________________________ * DESC - Small zombies armed with knives * WEAK - Head * ATTK - Somersault slash * LIFE - Weak * CHAP - 3 only * NOTE - They usually come in groups of 2 or 3. First shoot their legs to slow them significantly, and go for a headshot. Any slow movement and your life will be simply hacked with a somersaulting slash of twin daggers. _____ FAT ZOMBIE (Bob) ________________________________________________________ * DESC - Bumbling fat, topless and obese zombies * WEAK - Head * ATTK - Shoulder tackle, Barrel throw * LIFE - Strong * CHAP - 2 and 4 * NOTE - Shoot their projectiles first, if they have any. Don't let them get very near you or they'll charge with a body tackle. Due to the size, its belly can endure several hits before bursting open. _____ GANGSTER ZOMBIE _________________________________________________________ * DESC - Shirtless zombies with mohawk hair and bloody tattoos * WEAK - Head * ATTK - Bite, Arm slash * LIFE - Weak * CHAP - 1 only * NOTE - A simple headshot sends him into oblivion. _____ MUSCLE ZOMBIE 1 _________________________________________________________ * DESC - Huge muscular zombies in tattered vests * WEAK - Head * ATTK - Shoulder tackle, Charging punch * LIFE - Strong * CHAP - 1 only * NOTE - Resistant to bullets. Continuously fire at the head for fastest kill. _____ MUSCLE ZOMBIE 2 _________________________________________________________ * DESC - Huge muscular zombies in blue vests and pants * WEAK - Head * ATTK - Shoulder tackle, Charging punch, Boulder throw * LIFE - Strong * CHAP - 2 and 3 * NOTE - Resistant to bullets. Continuously fire at the head for fastest kill. _____ MUSCLE ZOMBIE 3 _________________________________________________________ * DESC - Huge muscular zombies in green striped vests * WEAK - Head * ATTK - Shoulder tackle, Charging punch * LIFE - Strong * CHAP - 4 and 5 * NOTE - Resistant to bullets. Continuously fire at the head for fastest kill. _____ ROBO-NINJA ______________________________________________________________ * DESC - Small mutants with double-ended laser Kunai (Ninja Knives) * WEAK - Head * ATTK - Kunai throw, Teleport, Head slice * LIFE - Strong * CHAP - 6 only * NOTE - If facing two or more Robo-Ninjas, focus first on the knives they throw. If one teleports in your front, kill him with a headshot. You can also kill them afar when their crossed Kunai have lowered from the glowing weak point on their head. _____ ROBO-OGRE _______________________________________________________________ * DESC - Huge humanoid mutants with metallic muscles. * WEAK - Blue pentagon-shape on the chest * ATTK - Charging punch, Charging tackle * LIFE - Very strong * CHAP - 6 only * NOTE - Use their slow speed to your advantage. Shoot the heart as they come to you. Before they can even charge a punch, they will go down, even if they come in large numbers. If so, take them down one by one. _____ ROBO-SWORDSMAN __________________________________________________________ * DESC - Medium-sized mutants with laser swords on both hands. * WEAK - Head * ATTK - Sword slash * LIFE - Strong * CHAP - 6 only * NOTE - Less deadlier than they were in THOTD2. Simply kill them with head shots and the'll go down even if they come wave by wave. Their attack speed is also pathetic. _____ SCIENTIST ZOMBIES _______________________________________________________ * DESC - Zombies clad in laboratoty gowns and clutching their heads like mad * WEAK - Head * ATTK - Bite * LIFE - Weak * CHAP - 1 only * NOTE - A simple headshot will kill one outright. _____ SLIME ZOMBIES (Ebitan) __________________________________________________ * DESC - Muck-bodied zombies with a bulging right eye. * WEAK - Head or right eye * ATTK - Latching bite * LIFE - Very weak * CHAP - 2 only * NOTE - Shoot them as fast as possible. You have about a second to kill one after it attaches itself on your face before biting. They come in the colors of mud and moss: brown, darkbrown, green, and lightgreen (?!) _____ TINY SPIDER _____________________________________________________________ * DESC - Small spiders released by The Lovers. * WEAK - Anywhere * ATTK - Latching sting * LIFE - Very weak * CHAP - 2 only * NOTE - Shoot them as fast as possible. You have about 2 seconds to kill one after it attaches itself on your face before stinging. _____ VAMPIRE BAT _____________________________________________________________ * DESC - Small bats that come in groups of one or two dozens. * WEAK - Anywhere * ATTK - Lunging bite * LIFE - Very weak * CHAP - 3 only * NOTE - Shoot them as fast as possible. They die once they bite you, like the honeybees. Weird, isn't it? _____ VAMPIRE ZOMBIE __________________________________________________________ * DESC - Zombies with bat-like wings * WEAK - Anywhere * ATTK - Claw swipe * LIFE - Weak * CHAP - 4 only * NOTE - Shoot them fast before their feet reach you or be slashed. _____ WELDING ZOMBIE ___________________________________________________________ * DESC - Midget zombies with radiation mask; carry tanks and welding guns * WEAK - Head and the LPG Tanks they carry * ATTK - Welding blast * LIFE - Weak * CHAP - 2 only * NOTE - They have to 'charge up' their tanks before being able to fire their weapon. FYI, LPG tanks are pressurized. When you puncture them, they go BOOM. So by shooting these, the resulting blast can also kill any zombie near that Welding zombie. Think of it as a grenade, FOR FREE. If you go for the PERFECT streak, killing them by the exploding tanks do not count as a miss and retains your current HEADSHOT rating. _____ WORM (Murrer) ___________________________________________________________ * DESC - Pink fanged worms that come in groups of 6 to 12. * WEAK - Anywhere * ATTK - Lunging bite * LIFE - Very weak * CHAP - 2 and 3 * NOTE - Shoot them as fast as possible. Tap your gunfire around carefully and all of them will be obliterated without compromising accuracy. ******************************************************************************* VII T H E W A L K T H R O U G H ******************************************************************************* AUTHOR'S NOTES: * This walkthrough is made for a 1 Player game only. For 2 players, there will be some places where the number of zombies indicated will be increased by 1 or more. Bosses are more resilient in a 2-player game, giving this game an endless replayability. By shooting or doing something or a certain zombie, you can select a desired route. * Detour Moves are the requirements you have to do to access the detour you will not normally access. * Route A is taken if the detour move is not done. This is the "NORMAL" path. * Route B is taken once the detour move is done. This is the "HIGH SCORE" path. * In the vein of Resident Evil 3, each time the PDA detects a fork in the path, I'll highlight it with this high-quality marker, ******************************************************************************* * WEST CHOICE *** LIVE DECISION *** EAST CHOICE * ******************************************************************************* You have 10 seconds to choose either the left or right path. Should the time expire before making a choice, the CPU selects a random path for you. I'll detail each path as well till you reach the main end point of both paths. ******************************************************************************* ************************* C H A P T E R I *************************** ************************* E S C A P E *************************** ******************************************************************************* == BASEMENT 5F: CLASSIFIED DOCUMENT ROOM == Let the nightmare begin... Diseased hands will force through the steel doors (how come bullets can't destroy it but rotten flesh can?) Kill those 6 Davids (topless zombies: to perverts, sorry they are men!) Look left, shoot lower-left door for a coin; 3 Kageos emerge from your right. Afterwards, you'll look at the directory plate but be grabbed by a David soon after. Break free and kill the David and 2 Kageos. Shoot the stash at the lower right corner for another coin. Up ahead, another low door (may contain a coin if the first door didn't) and two side windows reveal 2 Claw zombies from each side. Destroy them one by one as they jump on you. As the double doors open, a horde tries to grab you. Break free and shoot their heads. Ahead, glass prisons of mohawk gangsters will break free from their haven... Headshots are excellent here. Ahead is a fork where two hordes of zombies appear (the game hints you to use a grenade). DETOUR MOVE: Destroy the RED CONTROL PANEL by the wall. Doing so takes you to Route B, otherwise go to route A. Both paths lead to the actual LIVE DECISION. == ROUTE A: THE CORRIDOR == A very, very short path. Even if you did not kill all the horde, the shutter blocks their path to you. You now face a corridor intersecting your path. Shoot the radiation door to your left to receive a Medkit. About 2 waves of Muscle zombies, Scientist zombies, and Davids. Just kill them all. Afterwards, 2 Claw zombies to the left, a Muscle zombie to the right. When done, the door opens. Jump straight to the LIVE DECISION. == ROUTE B: THE AMS BRANCH OFFICE == The longer, creepier path. After decimating the horde (take the grenade in the white stash, left corner), 2 Claw zombies drop in front of you. Kill them, and face a group of Scientist zombies. After killing them, a shutter will be lifted open by a group of 3 Muscle zombies. Destroy the hidden door at the left for a TREASURE ROOM afterwards. Up ahead is a fork with a door at the right with a Medkit and a Muscle zombie. Afterwards is the actual LIVE DECISION. ******************************************************************************* * UPSTAIRS *** LIVE DECISION *** DOWNSTAIRS * ******************************************************************************* == ROUTE 1: UPSTAIRS == A bit safer choice. 2-3 waves of Claw zombies pop out from the left door. Kill them. Up ahead, two Muscle zombies forces their way out of a door. A radiation door behind them contains a coin. Up the lobby are a huge horde of zombies. Kill 'em all and shoot the yellow elevator panel to the far left of the screen for a grenade. As you'll turn to the left, a horde crawls out of the door to attack you. Kill 'em, and as you go down, you'll see the sickening sight of the angry zombie mob at the lowest floor. Don't fear, you won't have to fight them. You'll sense that 4 Claw zombies crept behind you to attack. Kill them, then 3 Muscle zombies will charge and smash out the door to get you. Kill them too. Before entering the door, a huge horde will meet you. Kill as many as you can, before you automatically enter the elevator hall as the main route. == ROUTE 2: DOWNSTAIRS == High-score choice: creepier and a bit harder. As we go down, a few Muscle and Scientist zombies will attack. After killing them, aim the lower-left corner and fire at the stash the moment you turn right for either a Grenade or a nice Magician figure. Next, kill all those 4 Claw zombies before they scratch your face. Afterwards, a large horde will face you. HEADSHOT THEM ALL for damn-high score at this early part of the game. After dispatching them, kill the zombies behind the rocks. After seeing the zombies from the glass ceiling, the glass shatters and they fall down for you (what would you expect?) After another headshot feast, shoot the panel on the right of the door as you turn. As you go up the stairs, you'll see the sickening sight of the angry zombie mob at the lowest floor. Do not fear, you won't have to fight them. (Darn...) Then 2 waves of Claw zombies emerge. Kill 'em, and face another big horde comes behind you. Do the headshot routine, then you'll enter the elevator hall as the main route. == ELEVATOR == Any path you took, you'll enter the elevator hall. Shoot the door at your lower left, then destroy all the zombies you see. Once the side shutters open, aim a grenade INTO the right door to reveal a TREASURE ROOM. Afterwards, you enter the real elevator room. However, shake your gun as a huge hand grips you. Whether you get free or not, you end up in the deep AMS Sewers... BOSS TIME! ++++++++++++++++++++++++++++++++++++++++++++++++++ + [ JUSTICE Type 0053 ] + + WEAK POINT: The tongue + + NO DAMAGE: The hands and knees + ++++++++++++++++++++++++++++++++++++++++++++++++++ ******************************************************************************* ************************* C H A P T E R I I *************************** ************************* L O S T *************************** ******************************************************************************* == SEWER == Dah, kill all those dozens of Ebitans. When you look back, you'll see 2 hordes of zombies coming to you. To your left, there's a stash with a coin inside but flanked by 3 Frog zombies. Ahead will be a 3 Ebitans again. When you look back once again, the horde is significantly nearer to you. DETOUR MOVE: FAIL to open the iron grating by NOT shaking your gun to face the oncoming horde and find another way out. == ROUTE A: INSIDE THE IRON GRATING == A bit safer choice. You'll just face a horde of Ebitans from the brine. Nothing too special. At the side door, kill the 2 Bobs. You'll see a gate filled with zombies behind, but you'll face more Ebitans instead behind you. Destroy them and skip to the main route afterwards. == ROUTE B: OUTSIDE THE IRON GRATING == The high score path. You have to kill the horde of zombies pursuing you (nice way of collecting PERFECT kills), and you'll take a detour where there will be 4 Ebitans climbing up. Kill them and you'll enter the water again. Next, 2 Frog zombies, kill 'em. Ahead is another grating and zombies behind it will be able to break through. Another chance for your PERFECT kills, and soon you'll step on floor shortly. To your left are 2 Bobs. Kill them and proceed. == ACROSS THE BRINE == Back to the water, hold out a grenade, and once you turn left, chuck it on the red wall to your right. Kill the Ebitans and Frog zombies. Then you'll go to the TREASURE ROOM. Afterwards, you'll climb the ladder and see a crevice where a group of Murrers crawl out. Kill them and proceed to the door for the LIVE DECISION... ******************************************************************************* * WATER WAY *** LIVE DECISION *** STEAM PIPE * ******************************************************************************* == ROUTE 1: WATER WAY == High-score choice. As you descend, 2 Ebitans will pop from the left alley. Kill 'em and shoot the barrel and stashes behind the grating for a Medkit. A horde awaits just behind you. Kill 'em all, then face 6 Ebitans climbing out of the brine. As you go past a staircase, 2 Bobs stand to throw barrels at you. Fire at the drums behind them, and shoot the OIL DRUM to blast both of them away. Shoot the floating stash to your right for a grenade, then kill the dozen of Murrers ahead. Another horde will come to you. Headshot routine will work well here. Afterwards, proceed to the main route. == ROUTE 2: STEAM PIPE == A bit safer choice. Along the pipes, a horde emerges from the right. Headshot them all, then another horde appears behind you. After disposing them, a wave of 4 Ebitans climb up the pipes to confront you. Dispatch them and you'll turn to the right. Across the platform are 2 Bobs with barrels at to toss at you. Fire at the barrels behind them, and shoot the OIL DRUM to blast both of them away. A barrel behind them contains a Medkit. Up ahead are 2 Frog zombies to lick your face off. Kill them, and contend with another batch of Ebitans from below the pipes. After a short safe walk, Ebitans will wade out of the brine to attack you. Kill them, and dispatch the group of Murrers once you turn right. After the whole dispatching process, proceed to the main route. == AMS BRANCH OFFICE EXPANSION CONSTRUCTION ZONE == Any path you took, you'll see up a ladder to the construction zone. Destroy the wooden stash for a golden frog. When you climb the ladder, locate a tiny stone to your lower-left and shoot it. A spark must appear, then kill the oncoming horde from the door to the right. Afterwards you'll go to the TREASURE ROOM. Then you'll enter the room with the caged zombies who will break free. DESTROY 'EM ALL! Afterwards, you'll go to the deeper depths into the... == CONTAINER STORAGE == A group of Worms are crawling around. Depending on your choice will determine your detour: whether or not you destroy the PADLOCK. Afterwards, you'll face 2 Welding zombies before proceeding to the chosen path. DETOUR MOVE: Bust open the PADLOCK to your left before destroying the Murrers. == ROUTE A: THE USUAL PATH == You'll just face another pair of Welding zombies from both sides. That's all. After dispatching them, you'll face 3 Bobs with barrels. Destroy the barrels and kill them before they get near you or just shoot the OIL DRUM behind. A green drum behind them hides a nice Grenade. Proceed to the main route. == ROUTE B: THE DEEPER STORAGE == Crush the barrel for a Medkit. Then, a Bob tackles you by surprise and knocks you out. Shoot him down. Then, you'll face another pair of Welding zombies from both sides. Up ahead are 3 Bobs with drums. Destroy the drums each carry and kill them before they get near you. A green barrel behind them hides a Grenade. Proceed onwards to the... == MEETING ROOM == Massive horde of zombies among tables. Shoot the OIL DRUM below the table to destroy some of them and kill the rest. Halfway across the room, a David pulls your legs. Break free before being slashed, then kill the rest of the zombies. A wooden stash behind them hides a coin. Onward! == CLASSIFIED INFORMATION ROOM == After a cutscene about the launch of nuclear missiles, a horde enters through a shutter. You can let 'em all enter before killing the Bob lifting the shutter for more points. Or you can just kill that zombie for the shutter to shut down immediately. Either way, kill 'em all fast... Up ahead is a lift with 3 Welding zombies and 3 Ebitans. Kill the Ebitans who approach you first, and kill the Welding zombies with headshots. If you won't mind the score, shoot the hook of the lift to return them all to the pits of the damned for eternity. No points awarded, but it's just for laughs and show-offs. XD == CONSTRUCTION ELEVATOR == Two Welding zombies come out. Kill 'em as 4 Ebitans climb up around you. Kill 'em one by one. Then, you'll enter a still active elevator. However, a jackass shook the lift as Kate suggests an earthquake. However, a pair of spike-studded legs appear at your left. All you need is to escape. Shake your gun to open the doors and jump to the next lift... Now baby, it's BOSS TIME once again! ++++++++++++++++++++++++++++++++++++++++++++++++++ + [ THE LOVERS Type 6805 ] + + WEAK POINT: The male head + + NO DAMAGE: The female body and legs + ++++++++++++++++++++++++++++++++++++++++++++++++++ ******************************************************************************* ************************* C H A P T E R I I I *************************** ************************* E M P T I N E S S *************************** ******************************************************************************* == SUBWAY PLATFORM == Chapter Three! To start, kill the 2 Muscle zombies from the right, and the Bone zombies approaching from far. When you climb the ladder, two groups of Murrers crawl out of the dustbins. After killing them, an Ebitan pops out, then another 3 climbs out of the bins. Destroy the white stashes on your left for a coin. Then kill the 3 Ebitans to your right; a Muscle zombie and Max on your left. At the door to your left are 6 Bone zombies. Dispatch them, and upstairs are 2 Muscle zombies with boulders. Smash the boulders and kill the zombies. To their left is a bucket with a Grenade. Destroy the buckets on the right corner for a Magician figurine and kill the 3 pesky Dagger zombies that enter. No cellular phone or PDA signal cutscene, eh? Kill the next oncoming horde. Afterwards, by opening the door, decide if you'll go to the escalator or to the deeper depths of the train station. DETOUR MOVE: FAIL to break free by NOT shaking your gun while being dragged by the bisected Bone zombie into the room. == ROUTE A: ESCALATOR == If you broke free and killed the Bone zombie, you can bust open a stash to the left and get a few shots to the bell inside. A horde will come behind you. Kill them all to board the escalator. A Max appears and attempts to hurl a throwing axe across. Now, you are trapped between 2 hordes of zombies: front and behind. Kill all those in front first, then those behind you (use the height advantage here). Then 2 Dagger zombies will appear. Destroy the 2 buckets on the leftmost corner of the door for a Medkit. Kill both Dagger zombies and jump to the main route: a LIVE DECISION. == ROUTE B: STATION ATTENDING ROOM == One LONG DETOUR but well-worth the effort! There are lotsa enemies here, which means lotsa headshots and lotsa points! After killing the zombie that dragged you, bust the stash to the left for a bell. Chuck a grenade to kill the horde of Bone zombies up ahead. To your right is a case with a coin. Kill the Davids in the comfort room (zombies do respond when nature calls or LBM strikes) Ahead are 2 Maxes; next, a Muscle zombie, 2 Bone zombies and 4 bisected Bone zombies; then 2 Dagger zombies. Up the stairs are two Muscle zombies with barrels. Bust open the barrels and kill the zombies. Upstairs are a line of buckets with a Medkit. Then kill the zombies to your left. Up another stairs is a flock of bats. On the upper left of the stairs, there is a (yet) barely visible shutter. Bust the control panel on the left edge of that shutter. Kill the Muscle zombie to your right, then kill the horde of Bone zombies inside the shutter. If you destroyed the panel before, you'll go to the TREASURE ROOM. Up ahead a fork, 3 Dagger zombies appear. Kill 'em and proceed to the main route: a LIVE DECISION. == SUB-STATION == Any path you took, you'll reach the main fork. ******************************************************************************* * DERAILED TRAIN *** LIVE DECISION *** STATION PLATFORM * ******************************************************************************* == ROUTE 1: DERAILED TRAIN == As you go down, destroy the trash bin to your left for a coin. Then kill the zombie horde to your right. Then kill the 3 Ebitans from the train window. As you enter the derailed train, a flock of bats you'll have to contend. Shoot the windows and seats (as well as the stashes) for extra points and items. To your right are 2 Bone zombies. Toss a grenade to the door to your left near the dead end. The screen will flash if you blast the door right. Kill the Murrers before going to the TREASURE ROOM past the dead end. Then, kill all the horde outside the train. Two trash bins behind hide a Medkit. Afterwards, 4 bisected Bone zombies crawl out from 2 side crevices. Kill them all, as well as the 2 Dagger zombies from both sides, before you meet the upcoming train. Jump at the main route: the Train. == ROUTE 2: STATION PLATFORM == Kill the 2 Maxes behind the post before going down to face THE-GREATEST-ZOMBIE -HORDE-EVER-FOUGHT-IN-THOTD4! But I detest using grenades... Plain speed, pure nerve and accurate headshots will bring you out unscathed. While fighting the horde, 3 Ebitans pop out from the rails, and 3 Axe Maxes will do their job from across the train rabble. Destroy the 2 bins at the left side of the door for a Medkit. At the tunnel ahead are a flock of bats for you to obliterate. Then, 2 bisected Bone zombies crawl out from each of the 2 side crevices. Kill 'em all, as well as the 2 Dagger zombies in the end, before reaching the upcoming train. Jump at the main route: the Train. * I didn't note which is a high score choice, since both are candidates for it. The left path hides many secret goodies, another treasure room, and as well as accuracy-boosters. The right path boasts of multitudes of PERFECT shots if and only if killed in sync with headshots. == TRAIN == Just as the train arrives, a horde of undead passengers departs the train for some raw flesh value meal for free. Kill 'em and enter the train. Problem is, a female humanoid wrecks the end of the car and entraps you into a corner with a door! Wow, she wields a massive chainsaw: DOUBLE-ENDED CHAINSAW. Yes. TWO. If the shock is not enough, shake your gun to break free and face... ++++++++++++++++++++++++++++++++++++++++++++++++++ + [ THE EMPRESS Type 1210 ] + + WEAK POINT: The head + + NO DAMAGE: The chainsaws and body + ++++++++++++++++++++++++++++++++++++++++++++++++++ The pursuit on the train begins on Car No. 6 and ends in Car No. 1. Bust the line of seats on both sides of each train car to earn more points as well as an increase in accuracy, but try do so while Empress IS NOT in your front... You won't prioritize on destroying seats if you should stun her, would you? *** POINTS OF INTEREST *** * Shoot the windows at the sides of each car. * Shoot the passenger seats at the sides of each car. ******************************************************************************* ************************* C H A P T E R I V *************************** ************************* D E S P A I R *************************** ******************************************************************************* == TICKET BOOTH == At the start of the stage, 4 Maxes approach. Kill them and move onward. A door to the right hides a horde. Kill them all quickly before being attacked. A bin at the right of the door hides a golden frog. Go deeper into the... == UNDERGROUND SHOPPING DISTRICT == A mannequin crashes out of the glass panel as 3 Muscle zombies attack you. Just beneath them is a red stash with a coin. Ahead is a shutter which you can close using the wheel at your right. I would go not moving the wheel for it earns you more points for killing the zombies inside. Moving the wheel only closes the shutter. Either way, 2 Vampire zombies crashes down and flies around. Kill 'em. Up ahead, face the next horde. Destory the cases and bins behind them to locate a grenade. Depending on your action, decide whether to enter the coffee shop or the boutique... both infested with monsters... DETOUR MOVE: KILL the MUSCLE ZOMBIE lifting the shutter. Thus, the shutter will remain opened to enable you to enter the Cafe. == ROUTE A: BOUTIQUE == Deep inside the boutique, 3 Civilian zombies in polo shirts will attack. Then the shelf behind you will bust open, revealing a few zombies. A red case behind them contains a grenade. Kill the zombies, and soon after, a zombie seizes you from behind a door. Breaking free will force them back into the door, otherwise the door breaks and reveal a horde behind, giving you more zombies to kill. Out in the wild undead yonder, a wave of zombies smashes out of the glass windows of the Coffee Shoppe. Then another wave smashes out from another glass window. Kill them all with headshots. Above the flight of stairs are 2 Vampire zombies. After dispatching them, jump into the main route, the Uptown. == ROUTE B: COFFEE SHOPPE == Once you enter the Cafe, shoot the tiny key (for a gold spark) at the left side of the third shelf row. You may also shoot the red stashes at the top 2 shelves for coins. Then kill the zombies that approach from behind the door and shelf. Kill the 3 bisected Bone zombies beneath the tables. If you had shot the key beforehand, you'll enter the TREASURE ROOM. Then, 2 Maxes will throw axes from behind the barcounter. Kill them both as zombies break in through the window behind you. Shoot the red cases located at the shelves behind the horde for a Medkit. After the first wave a second wave crashes in. Afterwards a horde will enter from the Boutique. Just kill them all. Up ahead the flight of stairs are 2 Vampire zombies. Jump into the main route, the Uptown. == UPTOWN == Any path you took, you'll see the light of the scarlet sun once you the exit to uptown. A horde of Polo-shirt zombies approach. Locate a stash near a slab of rock behind them at the middle of the screen. That's 2000 point bonus if shot. Next, another horde. Shoot first the barrel to the left. As you slowly kill the horde, shoot the bus gradually until you get 3000 points. Afterwards, contend with 3 Vampire zombies. After all have bitten the dust, a humongous foot barely crushes you to the ground like a flat tortilla. The terrifyingly obese humanoid frog named... ++++++++++++++++++++++++++++++++++++++++++++++++++ + [ TEMPERANCE Type 0483 ] + + WEAK POINT: The face + + NO DAMAGE: The belly + ++++++++++++++++++++++++++++++++++++++++++++++++++ == CLOCK TOWER == Refer to the BOSS GUIDE on TEMPERANCE for the walkthrough in the CLOCK TOWER. *** POINTS OF INTEREST *** * Shoot two barrels during the chase for a HAT. * Shoot the barrel beside a stash during the chase for a COIN. * At the tower's second floor, shoot either the stash on the left side or the barrels on the right side for a BELL. * If you did not get the coin in the second point of interest, shoot the OIL DRUM to your right for a COIN, just before the lever sequence. ******************************************************************************* ************************* C H A P T E R V *************************** ************************* R E U N I O N *************************** ******************************************************************************* == TOWN == Yay! Chapter Five! Though it's another short chapter like the previous one, it is filled with tougher zombies and I may as well warn you... The boss here is damn hell difficult, so you need at least one or two credits left to beat him at first try. If you're an expert (or just lucky), you may not use a continue here. Let's go! Goldman, stop that HOPE gibberish. Thank you very much. == PARKING LOT == Okay, start by destroying the trio of zombies. Then, you'll find a car you have to 'borrow' for a five-finger discount. The owner might have suffered the same fate as Brad Vickers of RE3. But before you ride, about 6 zombies emerge to the left. Simply annihilate them all and begin your happy trip... Not! == MAIN STREET: JOYRIDE PROLOGUE == Target Point: A0063. Whatever, to the RIGHT of the car will a be a horde of old and new zombies, particularly the swift Assassin zombies. They zip around the screen fairy fast, and if they come in front of you, prepare for either a smack on the face with a fist or a foot. Kill 'em all with headshots. Ah yes, the red barrel to the right contains a frog OR a coin. Thanks to Steve H. for this! You were awed by RoboCop. Now you will vomit with Goldman's Zombie-Cop. To your left is another horde with these undead who only attack by charging forward to tackle you. Prioritize on killing them before the others. == MAIN STREET PART 1 == After a few meters, you'll turn to the right with 2 Cop zombies AND 3 Assassin zombies. Should you find any difficulty, toss a grenade to destroy them all. If not, headshots and speed are your hopes to survival. Along the streets, an Assassin zombie drops in front of your windshield. Shoot the legs to cripple him, then shoot his chest or face. Well, you can't prevent that windshield from breaking (who cares, it's not yours anyway!) Failing to kill that Assassin means a low kick with a dose of windshield glass shards on your face. James even had the guts to ask Kate if she's alright?! WATCH OUT! A Cop zombie lifts the car by the bumper, denying its movement. A horde approaches from the right. Woe to the player of Kate, for she's prone to be struck easily by the horde. Headshots rule here since distance is very short between your targets. If you mind the time but the score, just headshot the Cop zombie in front of James and you're ready to go again. Onward! == MAIN STREET PART 2 == GET OUT OF OUR WAY! Another horde from the right appears with 2 or 3 Assassin zombies. First destroy the red barrels in the right corner of the screen to get a Grenade. Then use it to decimate the horde with fervent ease. Their speed is VERY pathetic (except the Assassins) so you may keep the bomb and fire all the way till you destroy them all. Now, to the left. 2 Muscle zombies and 1 Cop zombie. Should you be injured or not, there's a Medkit hidden in the barrel to the left of the screen behind the left Muscle zombie. Then headshot each of them before they take a life off you. If they do, that Medkit you got is useless. You get the point? Barrels on the right sidewalk holds a Magician figurine. Oh well, there's a truck ahead that forces you a sharp right turn. Photographic memory can correctly conclude that this is the underground passage where you met Zeal and Kuarl (Judgment duo in THOTD2) the second time around before their total oblivion. == MAIN STREET: SUBWAY == Another horde will approach you, this time woe to the player of James, 'coz he will be their next target. Simply destroy 'em all to proceed onward. Oh, before that familiar shutter to the majestic bridge will be another Assassin zombie drops down who awaits your bullets before he uses your face to shine his shoe. == BRIDGE == Ah yes, the familiar Goldman Bridge... after a short cutscene, there will be a zombie on another car who can flying kick you. Kill that zombie, and test your steady hand ala Iraira Bou (Irritating Maze) if you can shoot the driver's head straight till the camera pans away (you can't kill that driver). If you did it, great! Reward? What reward? Hey, I didn't promise to award you for that, did I? Another familiar scene. The car runs beside a deep pit and explodes where the Hierophant in THOTD2 resided 3 years ago. But in his place is lotsa zombies. Anything is nice here. SMG gunfire headshots or a grenade both works well due to the clustered formation of the zombies. To get nice headshots, wait until a zombie neard and GRABS you (2 OUTSTRETCHED ARMS; if only one arm, that's an ATTACK, buster!), then shake your SMG till you break free. The horde staggers backward and leave you free to rip their heads off with lead of relative ease. Onward, another zombie driver will try to ram your car. SHAKE THE SMG WITH BOTH HANDS (to steer the wheel faster). SEGA made an annoying part here. Sometimes it's very hard to fill the bar even if you shake it hard with one hand. If you fail, the car steers to the left with a few zombies. If you managed to succeed, the enemy car rams into the wall and explodes. You are now free to go to the TREASURE ROOM: 1 Medkit (left), hat, Magician figurine, and 2 coins (right). == THE FACADE: JOYRIDE EPILOGUE == Just before the courtyard will be another horde of zombies. A grenade will not decimate most of them, so do the routine: Let 'em come close, then headshots. KEEP AN EYE ON YOUR LIVES. You'll need them, trust me... == ENTRANCE HALL == You have 4 Life Marks AT LEAST, right? Okay, at the hall, 5-6 Robo-Ogres way back from THOTD2 appears. Shoot each one AS THEY APPEAR, by the CHEST, then by the HEAD as they die. Applying these, you may as well have 5-6 PERFECT kills and a lot of points to your score. Okay... BOSS TIME! ++++++++++++++++++++++++++++++++++++++++++++++++++ + [ THE STAR Type 0001 ] + + WEAK POINT: The chest and head + + NO DAMAGE: The limbs and knives + ++++++++++++++++++++++++++++++++++++++++++++++++++ ******************************************************************************* ************************* C H A P T E R V I *************************** ************************* H O P E *************************** ******************************************************************************* == MAIN HEADQUARTERS == Here we are, another THOTD book to close... the shortest chapter in the entire game, compensated with the semi-hard difficulty and a long boss fight. Ironic or idiotic as it is, there's no more undead here! (Boo, Goldman!) The very same familiar enemies from THOTD2 are back! Oh well, let's get started! I hope you have enough credits to reach the final boss! == ELEVATOR == Once the elevator door opens, a Robo-Swordsman charges forward. Kill it with a simple headshot. There will be a short cutscene before your return to the 49th floor of the Goldman Building. == CORRIDOR == As you walk along the hall, you'll face these mutant-robots in this order: 3 Robo-Swordsmen and 4 Robo-Ogres. Shoot the Swordsmen's heads and the Ogres by the blue heart on their chests. Since the Ogres are more resilient, shoot their crumbling corpses for up to extra 50 points which accumulates to high scores! Next, 6 Robot Ogres. Kill them by above hints as they materialize from their "transparent" state. They're worth points as well. Ahead, 3 Robo-Ninjas. VERY dangerous. Keep an eye on the laser Kunai hurled onto you. Shoot the blades till one appears in front of you. Kill him with a headshot before your face is hacked, and repeat this pattern with the others. You'll reach a door to the... == IMPERIAL INTERIOR CORRIDOR == Lotsa Robo-Ogres here, about 8 of them will continuously spawn and WILL crowd the screen. Don't panic. Shoot each of them down one by one, but try to kill 'em fast enough before one can tackle or punch you. NOTE: After clearing the Robo-Ogre horde, the screen pans to the left, but in a 1P game, DECIDE which one will you want to have: a LIFE or BONUS POINTS? * MEDKIT: Destroy the 2 white stashes you see for a hidden Medkit. Do this fast enough before you lose the chance to shoot a precious Medkit. * POINTS: See that dragon carving on the floor? Shoot its EYE to see a golden spark to confirm the secret. If so, you've unlocked a TREASURE ROOM we'll get to a bit later. MAKE YOUR DECISION FAST! The screen here moves very quickly, so aim for any one of these choices! For 2 players, one will go for the life, one for the other. Yet, both of you may benefit from the Treasure Room. 2 Robo-Ninjas. A bit tricky but not so difficult. Again, kill the pair with two headshots. Shoot the legs first to slow them down before killing them. Next, 3 Robo-Swordsmen will rip off the Japanese divider. Kill them one by one with headshots. Next, another Robo-Ogre crowd. You know how to deal with 'em, right? After the door opens, there's a small cutscene before the... == IMPERIAL DEEPER CORRIDOR == NOTE: If you shot the Dragon's eye beforehand, a door will be opened to your right at the top of the stairs: a TREASURE ROOM. Shoot the hoard and move forward. All these nightmares will end soon... 4 waves of 2 Robo-Swordsmen emerge from the side doors. Again, DON'T PANIC. The SMG is much faster than their blades. Headshots are the key here. After them, HOLD (DELAY) a grenade... 4 PESKY ROBO-NINJAS! If you held a grenade, toss it on a corner of the door. If timed right, the 'nade blows off 3 of them, leaving one Ninja to kill. If not, PRIORITIZE on the Kunai, before killing a Ninja who teleports in front of you. Get it? With practice and luck, you can kill 'em all without losing lives. Technically, 'tis the game's final corridor, unless... == GOLDMAN'S PERSONAL ROOM == * If you did not use more than a credit (in short, NO CONTINUES), you'll enter the left door beside the huge central door: the HALL OF FAME! Or rather, the FINAL TREASURE ROOM! Restock on (2) lives, (2) Grenades, and bonus points as you get ready for a long cutscene. Wipe off the sweat from your hands and the SMG handle. This is... THE FINAL BATTLE! ++++++++++++++++++++++++++++++++++++++++++++++++++ + [ THE WORLD Type Beta ] + + WEAK POINT: UNKNOWN + + NO DAMAGE: UNKNOWN + ++++++++++++++++++++++++++++++++++++++++++++++++++ WHAT? THAT BOSS SURE WAS EASY ENOUGH, NO? W R O N G!!! THE BATTLE'S NOT YET OVER! GET READY FOR ROUND 2 WITH THE WORLD! ++++++++++++++++++++++++++++++++++++++++++++++++++ + [ THE WORLD Type Gamma ] + + WEAK POINT: The heart + + NO DAMAGE: Anywhere else + ++++++++++++++++++++++++++++++++++++++++++++++++++ WATCH THE SPECTACULAR BUT TRAGIC ENDING... CONGRATULATIONS! YOU HAVE ANOTHER THOTD VICTORY UNDER YOUR BELT! ******************************************************************************* VIII B O S S S T R A T E G I E S ******************************************************************************* The THOTD4 Bosses are similar to the previous bosses of the series (aside from being named after the Major Arcana deck of Tarot cards), but they shared most similar features of bosses in THOTD3. Each of the bosses has a long red gauge labeled BOSS LIFE. While fighting there's a section in the bar flashing pink, which is the amount of damage the boss will take for the round of battle. There is also a gold CANCEL gauge that depletes as you hit the boss continuously. It drains the fastest when you pound the boss' weak point and ticks when hit in other body parts. The boss flails around and if you fail to deplete its CANCEL gauge to zero for the given "invisible time-limit", the boss will successfully attack and you'll take damage. James' AMS-made PDA will prove useful throughout boss battles, for it will display the BOSS NAME, the MAIN WEAK POINT, as well as the NO DAMAGE SPOTS (minimum damage). To summarize, the BOSS has three status gauges listed below: * BOSS LIFE (RED) The boss' main Life Bar, sectioned into pink bars. If the BOSS LIFE depletes to zero, you have successfully killed it. * BOSS LIFE (PINK) This is the current amount of life you can take away from the boss for that current round. If you successfully deplete the CANCEL bar, the pink bar will dissipate, and the total BOSS LIFE diminishes by one block. * CANCEL (GOLDEN) This is how much a boss endures hits before being stunned. When you totally deplete this bar, the boss stops attacking and reduces the total BOSS LIFE. If not, you take damage and continue the round until the bar is destroyed. The cycle repeats until you kill it. BOSS NOTES: * Bosses inflict damage on BOTH players if the CANCEL Gauge was not depleted to zero within the given "time limit". * The quotes at the end is given by the character who gave the killing blow to the boss. If P1 killed the boss, James will speak and if P2 killed the boss, Kate will speak (another cheesy one-liner). +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++ C H A P T E R I ++++++++++++++++++++++++++ ++++++++++++++++++++++++++ E S C A P E ++++++++++++++++++++++++++ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ SPARE THREE GRENADES PRIOR TO THIS BATTLE. They're crucial tools for matters between life and death. Fight and flight! The boss is reminiscent of almost all resilient bosses in THOTD: Chariot (1), Judgment and Strength (2), Fool and Death (3). INTRODUCTION As you reach the elevator, a huge hand seizes you from the wall. Shake your gun to avoid taking damage. Once you break free (or not), you'll fall into the AMS sewage system, and the boss reveals its form... a 4-armed, bloodied ogre with a leather pelt; his bloody tongue swaying from his ugly mouth... ++++++++++++++++++++++++++++++++++++++++++++++++++ + [ JUSTICE Type 0053 ] + + WEAK POINT: The tongue + + NO DAMAGE: The hands and knees + ++++++++++++++++++++++++++++++++++++++++++++++++++ ROUND 1 Justice pursues you, his face very vulnerable to bullets. Pound his mouth with lead and he'll be stunned. Don't worry if he reaches you. He'll just grip you with its huge hand. Break free by gun-shaking or suffer the nightmare of being placed onto its disgusting tongue and be LICKED (very repulsive up close...) Bullets inflict minute damage until you break free and stand up once again. ROUND 2 Justice hides behind the walls on your side (like Death in THOTD3). Be ready to shake your gun. Once Justice grips you from the wall, shake the gun vigorously to avoid being squeezed. Prepare your grenades, you'll need them... ROUND 3 This is the most annoying part: Justice defends his face with both hands to avoid extensive damage as he approaches you. Since his hands are immune to damage, the CANCEL Gauge depletes very slowly. If he comes near enough, he'll jump, thrash you will his feet, and give you the honor and shame of its muddy footprints on your face. * WITH GRENADES (EASY): Pay attention to the camera motion. Once the screen focuses on Justice again, CHUCK A GRENADE once a crosshair appears on his mouth. A correctly-timed 'nade staggers him and destroys his entire gauge for this round. Timing and practice is crucial. Know when Justice will defend his face or not, and use a 'nade if he shields his face the moment the screen is on Justice. The farthest distance blast will heavily damage Justice. * WITHOUT GRENADES (HARD): With no grenades, you're in real trouble. Be sure to have about 3 lives. Keep feeding his mouth with lead, and hope you stop this brute from kicking you. Move your fire left and right as he strides forward. With accuracy and luck, you can stop him in time. Counting his steps will be useful: It takes Justice SIX steps before thrashing your face. ROUND 4 can either be 4.1 or 4.2... ROUND 4.1 Justice pursues you, his face very vulnerable to bullets. Pound his mouth with lead and he'll be stunned. Don't worry if he reaches you. He'll just grip you with its huge hand. Break free by gun-shaking or suffer the nightmare of being placed onto its disgusting tongue and be LICKED (very repulsive up close...) Bullets inflict minute damage until you break free and stand up once again. He has a slightly stronger grip this time if ever he reaches you. ROUND 4.2 This is the most annoying part: Justice defends his face with both hands to avoid extensive damage as he approaches you. Since his hands are immune to damage, the CANCEL Gauge depletes very slowly. If he comes near enough, he'll jump, thrash you will his feet, and give you the honor and shame of its muddy footprints on your face. He steps forward slightly quicker, so be fast also. ROUND 5 Justice pursues you, his face very vulnerable to bullets. Pound his mouth with lead and he'll be stunned. Don't worry if he reaches you. He'll just grip you with its huge hand. Break free by gun-shaking or suffer the nightmare of being placed onto its disgusting tongue and be bitten (very repulsive up close...) Bullets inflict minute damage until you break free and stand up once again. He has a stronger grip this time if ever he reaches you. ROUND 6 Justice repeats Round 3, slightly faster. When your character turns, shoot his mouth and toss your last grenade to finally destroy him before you risk your face stomped. Don't worry, this is the demise of Chapter 1's nightmare. JAMES: It all happened exactly 3 years ago. The battle has started again. KATE : You'll be paying for my dry cleaning once we get out of here. AUTHOR'S NOTES: * BOSS' MAIN POINT OF VULNERABILITY / HOW TO "OWN" JUSTICE: Justice's tongue is exposed most of the time. You can shoot it if he simply runs towards you. When he defends his face, shoot at his tongue and once a gap appears between his fingers, a crosshair appears, which gives you a chance to chuck in a grenade RIGHT INTO HIS MOUTH. If done correctly, he will sit back and witness himself eat a huge explosion, blowing off THE ENTIRE CANCEL GAUGE for that round. NEVER use a grenade if Justice simply runs to grab you. * BOSS' HIGH ACCURACY TRICK: When Justice runs to grab you, shoot his LEFT THIGH all the time. Though you will inflict little damage, you can knock off 20 to 25% of his CANCEL bar for the round. When he grabs you, just shake your SMG to quickly break free. However, note that every time Justice grabs you, the bar will fill more slowly when you shake your gun. Doing this cat-and-mouse game for four times is enough. If Justice catches you for the 5th or 6th time, the SUCCESS bar is almost impossible to fill up no matter how hard you shake your gun. If you do this trick each time Justice runs to catch you, your accuracy can be boosted up by about 5 to 10%. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++ C H A P T E R I I ++++++++++++++++++++++++++ ++++++++++++++++++++++++++ L O S T ++++++++++++++++++++++++++ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ SPARE TWO GRENADES PRIOR TO THIS BATTLE. They are crucial tools for matters between life and death. The boss is reminiscent of THOTD1's Hermit. INTRODUCTION While using an underground lift, it stops and Kate guesses an earthquake. When you turn around, two spiky legs latches on the lift. Shake the gun to open the door if you wish not to be hacked. James and Kate flees and holds for dear life on another lift. As they look down, the boss shows itself. A huge spider... BUT WAIT, they're TWO! The female is the huge spider with huge legs, and the male is latched behind the female with two spiked legs and thick ugly lips. Uniting BLADE and CHALICE (sounds familiar?) into one, the monsters are aptly named... the Star of David? Nah, it's not in the Arcana deck! The duo is called: ++++++++++++++++++++++++++++++++++++++++++++++++++ + [ THE LOVERS Type 6805 ] + + WEAK POINT: The male head + + NO DAMAGE: The female body and legs + ++++++++++++++++++++++++++++++++++++++++++++++++++ ROUND 1 The female spider climbs from below the elevator, using the shafts for support. Your aim's simple: Prevent them from climbing by shooting the male head. If they reach you, the male hacks both players. Once stunned, they'll fall down. ROUND 2 The Lovers will climb up through the other side of the lift. The female spider climbs from below the elevator, using the shafts for support. Your aim's quite simple: Prevent them from climbing by shooting the male head. If they do reach you, the male hacks both players. Once stunned, they'll fall down. ROUND 3 The Lovers won't suffer damage this time around. The female large spider shoots minute offspring into the hole beneath the elevator plate. This is like a worms swarm. Kill all the spiders before they had the chance to sting. You have about 2 seconds before a spider bites you after latching on your face. ROUND 4 The Lovers will quickly climb up to the top of the elevator. Shoot its ass to inflict little but good amount of damage before it reaches the top. It then targets you from above (shoot the male for initial damage) and vomits a stream of webbing. Break free once again to avoid being squeezed. Then shoot the head once again before he slashes you. When stunned, the Lovers fall down but holds onto the platform shafts in front of you. The hard part has begun. ROUNDS 5 The male sways its legs right and left, deflecting any direct gunfire intended for his head. Be sure you pounded him with about 60% damage. The moment he will rise his legs to slash you, toss a grenade to deplete more of the CANCEL Gauge and fire all the way to stun him in time before he attacks, for they are most vulnerable at this point. ROUNDS 6 The male sways its legs right and left, deflecting any direct gunfire intended for his head. Be sure you pounded him with about 60% damage. The moment he will rise his legs to slash you, toss a grenade to deplete more of the CANCEL Gauge and fire all the way to stun him in time before he attacks, for they are most vulnerable at this point. Once you successfully stop it the second time around, The Lovers will fall from the platform, plummeting to death (Picture how the Fool died in THOTD3). JAMES: I kinda like being an action hero. KATE : Sorry, I've got no time for you right now. AUTHOR'S NOTES: * BOSS' MAIN POINT OF VULNERABILITY / HOW TO "OWN" THE LOVERS: For the first 3 rounds (1,2,4 except 3 where the Lovers release offspring) the male head is very open to players' gunfire. So there must be no problems on stunning this Boss unless you have poor accuracy. For the last 2 rounds, shoot the male head to damage the Boss as much as you can for about 50% of the CANCEL Gauge, then as the male raises his leg, chuck in a grenade and continually shoot the small head. With this barrage of attacks, you are guaranteed to survive both "Slash Dance" rounds, given you have 2 Grenades. * BOSS' HIGH ACCURACY TRICK: Shoot the Lovers as they release their offspring below the elevator plate. While fighting the small spiders, shoot the Lovers' legs visible from the sides of the elevator shafts. As the Lovers climbs way up above you (before vomiting web fluid), shoot the huge rear for good initial damage. If you do these tricks against the Lovers your accuracy can boost by about 5 to 10%. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++ C H A P T E R I I I ++++++++++++++++++++++++++ ++++++++++++++++++++++++++ E M P T I N E S S ++++++++++++++++++++++++++ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ SPARE TWO GRENADES PRIOR TO THIS BATTLE. They are crucial tools for matters between life and death. The boss is reminiscent of THOTD2's Strength (female counterpart, literally). A proof that Goldman is a great icon of Texas Chainsaw Massacre movie fandom. Goldman has his male and female version of the movie's titular abomination! INTRODUCTION As James and Kate reaches the train in the subway on time, they board it after destroying its undead passengers. As they enter the transport, a buzzing sound is heard from the train's rear. With her heavy double-bladed chainsaw, she cuts the rear door and hurls it, trapping the duo at the end of the car. Shake your gun to break free from the door before you get some razor teeth on your neck. Meet the red-eyed being armed with twin chainsaws... ++++++++++++++++++++++++++++++++++++++++++++++++++ + [ THE EMPRESS Type 1210 ] + + WEAK POINT: The head + + NO DAMAGE: The chainsaws and body + ++++++++++++++++++++++++++++++++++++++++++++++++++ ROUND 1 (Car No. 5) After fleeing from Car No. 6, kill the undead passengers from the next car. ROUND 2 (Car No. 5) Afterwards, the Empress begins the pursuit. She will charge and swing the chainsaw on you. Quickly shoot her head to stun her, and move to the next car. ROUND 3 (Car No. 4) You'll find a group of zombies in the station outside. Shoot them down. ROUND 4 (Car No. 4) James yells, "This is not an authorized transfer point!" The Empress cuts down two fire extinguishers from the left, and a door from the right, hurling them all to you. Destroy these as quickly as possible, as the Empress chases you. Shoot again her head to stun her before the chainsaws stun YOU. ROUND 5 (Car No. 3) The half-mortally wounded Empress jumps above the train. When Kate says, "That thing is getting closer!" the Empress starts to saw down the train from above the roof, its blade mowing its way to behead you. Use the crevice above to shoot her head and stun her as fast as possible to avoid taking damage. ROUND 6 (Car No. 3) The Empress mutilates the train along the left-side windows. Shoot her head whenever it becomes visible. This is hard due to the wall. Fire as quickly as possible before her chainsaw dices you. Reload the moment the head is not visible and shoot her head once again. NEVER waste a Grenade against her here. It's possible (and easy to do so) to stun her without using a grenade. ROUND 7 (Car No. 3) The Empress mutilates the train along the right-side windows. Shoot the head whenever it becomes visible. This is hard due to the wall. Fire as quickly as possible before her chainsaw dices you. Reload the moment the head is not visible and shoot her head once again. NEVER waste a Grenade against her here. It's possible (and easy to do so) to stun her without using a grenade. ROUND 8 (Car No. 2) The Empress cuts her way back inside the train and pursues you to its end. As she runs forward to mow both your heads off, shoot continuously at her head to stun her in time. Quickly run to the last car... ROUND 9 (Car No. 1) HOLD a grenade. The Empress goes insane now. She steps forward and alternately flails a chainsaw from each hand. Since she starts fairly faw away, the grenade can either stun her immediately or just blast off a healthy chunk of the CANCEL Gauge, leaving you free shots to stun the Empress. Simple rapid fire is enough to stun the Empress if you wish not to chuck a grenade. ROUND 10 (Car No. 1) Now that you're in a dead end, the Empress has approached even closer to you. Quickly aim a grenade AT THE BASE OF THE SCREEN. Of course you won't blow yourself up, but the blast can blow off a large chunk of CANCEL Gauge from the Empress. Before being slashed by her rampaging chainsaws, shoot her head like hell. Gee, that grenade sure was useful, wasn't it? ROUND 11 (Car No. 1) Nearing her impending doom, the Empress desperately steps toward you as last resort to kill you head-on. She now uses her sturdy chainsaws to shield her face from total damage. Shoot her head continuously to finally kill her. Like Justice, a grenade bang can also kill her immediately. She'll soon fall down from the train, dead. JAMES: Looks like you've missed your stop! KATE : Don't forget to write! KATE : James! Up ahead! JAMES: Kate! We're going to jump! JAMES: Kate, are you alright? KATE : That was close. JAMES: We're getting nowhere, really fast. AUTHOR'S NOTES: * BOSS' MAIN POINT OF VULNERABILITY / HOW TO "OWN" THE EMPRESS: ALL rounds of the battle has the Empress' main weak point openly exposed. SPEED and ACCURACY are key to simply stun her every round. Unless both of you have 5 grenades EACH, use 1 for each time you face the Empress to make life against her a damn hell easier till the end of the battle. * BOSS' HIGH ACCURACY TRICK: All over the train, shoot the windows on the side as well as the seats along the walls. After escaping from the door during the introduction, you can shoot the Empress as she approaches you before escaping to the next car. When the Empress throws you the fire extinguishers and the door stuff, shoot her before those crap land point blank on your face. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++++++++++++++++++ C H A P T E R I V +++++++++++++++++++++++++++ +++++++++++++++++++++++++ D E S P A I R +++++++++++++++++++++++++++ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ SPARE TWO GRENADES PRIOR TO THIS BATTLE. They are crucial tools for matters between life and death. The boss is reminiscent of THOTD1's Chariot. No matter how hard you hit it's weak point, your one and only aim is to stop him from hurting you. Shots placed anywhere else in his body is absorbed (Much like the X-Villain Blob). Shoot any background object visible. Lots of item points are hidden within these objects. INTRODUCTION After you reach the outside of the underground shops from the subway station, you will face three waves of zombies. Suddenly, the ground shakes, and the boss shows itself. Another repulsive appearance... A giant with a featureless face with red slits as his eyes; a bulky body imbued with bloody tattoos; and a stomach like a breast implanted with silicon. Worse, its skin is impervious to munitions. It has the annoying froggy like voice, "Ribbit, ribbit..." However, it does not live up to its name due to its thirst for gorefest... ++++++++++++++++++++++++++++++++++++++++++++++++++ + [ TEMPERANCE Type 0483 ] + + WEAK POINT: The face + + NO DAMAGE: Anywhere else + ++++++++++++++++++++++++++++++++++++++++++++++++++ ROUND 1 Temperance simply steps toward you. Shoot the face to stun him before he jumps into the air and lands his fat silly ass on your face. Shoot his head madly before he jumps sky-high like a Final Fantasy "Dragoon" (?!) and squashes you flat as a pancake. ROUND 2 Temperance steps towards you again. Shoot the face to stun him before he jumps into the air and lands his fat silly ass on your face. Since he's much closer to you now, be precise and accurate when shooting his head. You won't like to be a pancake the second time would you? ROUND 3 Temperance ducks and ROLLS towards you, his front facing you. Simply shoot the head whenever it's exposed during the roll. To make things easier, hurl a bomb PRIOR he starts rolling for heavy damage. After that, stunning him a clipful of lead will be a tad easier. If you can't stop this spherical rolling pin, call yourself a living flat pizza with blood sauce and internal organ toppings... (TEMPERANCE turns around) ROUND 4 Temperance lies down and rolls towards you, but BACKWARDS. This is much harder than Round 2, since his face is much obscured during the roll. This may screw you a few times, mind you. Again, chuck a grenade before he starts rolling for massive damage, and a few headshots must stop him down for now. (Inside the tower) ROUND 5 (Clock Tower 1F) A wave of zombies greets you the moment the tower door opens. Kill 'em all. ROUND 6 (Clock Tower 1F) Another zombie wave of zombies appears behind the flight of stairs. Dispose of 'em quickly. ROUND 7 (Clock Tower 2F) Temperance peeps through the windows. Like the Empress, fire at his face every moment you see the head. If you didn't stop him, a behemoth of a fist smashes through the wall to crush you for damage. Reload whenever his face was obscured and continue firing whenever you see a bloody face appearing from the windows. ROUND 8 (Clock Tower 2F) Temperance peeps through the windows. Like the Empress, fire at his face every moment you see the head. If you didn't stop him, a behemoth of a fist smashes through the wall to crush you for damage. Reload whenever his face was obscured and continue firing whenever you see a bloody face appearing from the windows. ROUND 9 (Clock Tower 3F) A huge horde of zombies, followed by a few Vampire zombies afterwards. You may shoot the OIL DRUM to your right to decimate a few of them and take care of the rest. The barrel may contain a coin. ROUND 10 (Clock Tower 3F) Shoot the Temperance as he makes his "last appearance" to this world. Then, as the SUCCESS bar appears, shake your SMG like mad until you fill the bar. If you fail to do so, Temperance chomps your ass, and you'll return to that pull-that- lever task to permanently destroy Temperance. JAMES: Temper this, buddy! KATE : How do you like my low-fat, all-lead diet? JAMES: We should be able to see the city up ahead. KATE : This is it... JAMES: My God... KATE : No, this can't... AUTHOR'S NOTES: * BOSS' MAIN POINT OF VULNERABILITY / HOW TO "OWN" TEMPERANCE: ALL rounds of the battle has the Temperance' main weak point openly exposed. SPEED and ACCURACY are key to simply stun him every round. Keep your aiming pins focused on the face and keep firing. You have ample time to stun him every round. Save the grenades which will prove useful against Temperance's 2 rolling attacks which can prove quite annoying. * BOSS' HIGH ACCURACY TRICK: Each time you stun him, Temperance shakes off his belly. Shoot either his head or tummy to see "bullet negations" on the skin. Do this throughout prior you enter the clock tower. Before the clock lever sequence, shoot the face of Temperance for extra hits (just for fun) before releasing the clock. * There are a lot of goodies throughout the battle. Here they are: - Shoot two barrels during the chase for a HAT. - Shoot the barrel beside a stash during the chase for a COIN. - At the tower's second floor, shoot either the stash on the left side or the barrels on the right side for a BELL. - If you did not get the coin in the second point of interest, shoot the OIL DRUM to your right for a COIN, just before the lever sequence. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++ C H A P T E R V ++++++++++++++++++++++++++ ++++++++++++++++++++++++++ R E U N I O N ++++++++++++++++++++++++++ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ DON'T BOTHER IN SAVING GRENADES FOR THIS BOSS. THEY ARE USELESS FOR NOW. The boss is reminiscent of THOTD1 and THOTD2's Magician. Though the battle has rounds, The Star throws up to three attacks randomly, so I find it much much better to list the attacks of the boss and how to counteract them. INTRODUCTION Yay... the familiar facade of the Goldman Building. What?! No boss busting down from the windows? Oh well, once our pair enters the building and faces a breed of mutants familiar to James (Yes, they ARE the mutants in THOTD2), Kate states Gary's immortal THOTD2 line, "It's almost like we're being invited in..." In an instant, a humanoid in a blood-red cloak over his stark torso with two curved knives leaps down in front of them and speaks in a merciless voice. "Come, you must prove yourself in a test of strength. This was Goldman's parting wish." JAMES: Get out of our way! The Magician reincarnated? Yes, Magician Type 0 is INDEED its prototype... ++++++++++++++++++++++++++++++++++++++++++++++++++ + [ THE STAR Type 0001 ] + + WEAK POINT: The chest and head + + NO DAMAGE: The limbs and knives + ++++++++++++++++++++++++++++++++++++++++++++++++++ Your aim is straightforward. Shoot the chest at all times possible. The Star flies around the screen at all times, making him a great pain-in-the-ass-to-hit like the Magician. For that, I give the Star the coveted "SHADI-STIC (TM) Award for the Boss with the Greatest Sadism Ever" with ol' daddy Magician. FIRST ATTACK Remember Magician's fireball shower? The Star can also do that too. He amasses bright mauve aura and hurls continuous bolts of light to you, from six to about eighteen (!!!) For two players, both must try to eliminate ALL beams before you take on the Star. He's harder than the Wheel of Fate or Magician, trust me... SECOND ATTACK The Star flies swiftly and charges you with a hack of knives on both players. He'll give you time to pound his chest with lead before he attacks. Be quick, since this time is usually is not enough (talk about sadism...) He also likes to fly to the edge of the screen before he slashes you. You CAN'T shoot him much while he's off-screen! He's so sadistic that losing no lives against the Star is almost unevitable. THIRD ATTACK Same as Attack 2, but the Star flies full-speed atop the tower and dives down with a brutal knife slash on both players. Likewise, you have an ample chance to shoot his chest beforehand. Fire bullets at him like there's no tomorrow. FINAL ATTACK The Star spins around in a dusty-brown tornado (Barbaricia of Final Fantasy 4, anyone?) and zips across the screen. Shoot the bald albino to stop him before the tornado devastates you. He'll do this about twice or thrice only. The Star will simply alternate the first 3 attacks during the battle. After it lost 60% of its total BOSS LIFE, the hood will be removed and the head will be exposed (and be a targetable weak point). From then on, The Star will alternate Attacks 1 and 4 until the end of the battle. Time's running out... KATE : Looks like you're the one who failed the test! (The Star explodes into rays of mauve gas. James is hit point blank by a ray. He falls to his knees in pain. **This scene's BG music gothically rocks!**) KATE : James, are you all right? JAMES: Don't worry about me... It's an old wound... Ugh... AUTHOR'S NOTES: * BOSS' MAIN POINT OF VULNERABILITY / HOW TO "OWN" THE STAR: ALL rounds of the battle has the Star's main weak point openly exposed. Very seldom do his knives deflect gunfire on his chest. SPEED and ACCURACY are key to simply stun him every round. Keep your aim focused on the chest and keep firing. The Star moves sadistically, and sometimes he doesn't give ample time to stun him prior he even starts an attack. Grenades prove to be slow against his speed. Constant fire against his chest will deem the best way to prevent his attacks and survive. I can't say I totally own this boss, since I always lose lives (least is 1, most is 3) every time I play (at least I don't use up a continue anymore just to beat him) Against his multitude beams of light, try to rotate your fire around the screen to hit every single beam. Those at the sides are the priority since they are the ones nearer to you. Two players must play cooperatively to stop the multitude-beam attack and to take the least life losses possible. * BOSS' HIGH ACCURACY TRICK: Shoot the Star whenever he's not attacking (you'll see dust-like blood leak through the slit from his chest. Hits deflected by his knives also count in accuracy, so don't worry about that. WORRY ABOUT SURVIVING... * Literally and figuratively, YOU CAN'T OWN THE STAR. It's almost inevitable to defeat him without losing a single life. But wait, we have one more boss to own, yet... Actually, it's THE FINAL BOSS... +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++ C H A P T E R V I ++++++++++++++++++++++++++ ++++++++++++++++++++++++++ H O P E ++++++++++++++++++++++++++ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ KEEP AS MANY GRENADES AS YOU CAN FOR THIS BOSS. AT LEAST TWO WILL DO, PROVIDED YOU HAVE THE THINGS YOU CALL "TIMING" AND "LUCK". This boss assimilated all the final THOTD bosses: Magician (1), Emperor (2), and Wheel of Fate (3). However, the appearance of its weakpoint makes it very similar to THOTD2's Hierophant or Emperor. This boss fight is continuous. INTRODUCTION After they reached Goldman's office in the 50th floor and stopped the launch of nuclear missiles, Goldman appears in a pre-recorded message in his laptop. The last content of the Pandora's Box will be released after the destruction of the premature Emperor 3 years ago. "First off, I just wanted to congratulate you. Do not worry, it was not my wish to destroy the world with nuclear missiles. I do not wish to kill all humans. I merely wish to revert them to their natural state. However, Pandora's Box has been opened. There's nothing I can do to stop it. If you had come this far, there is yet still hope." KATE: James, that's...?! JAMES: Kate, let's go. The ground shakes and from the 50th floor, James and Kate sees the floor on the courtyard open up to releases the final creature, similar to the Emperor. The creature in the form of a crystal insect but a demi-human form. It spoke in a voice as cold as ice. "I am the ultimate being... There is no hope... My hammer of death shall rain down upon you!" JAMES: Kate, this is it. Give it all you've got! ++++++++++++++++++++++++++++++++++++++++++++++++++ + [ THE WORLD Type Beta ] + + WEAK POINT: UNKNOWN + + NO DAMAGE: UNKNOWN + ++++++++++++++++++++++++++++++++++++++++++++++++++ * Unknown to the PDA (of course, its scanned target was previously well-hidden, remember?) the weak spot is the HEART, exposed from the slit at the center of its chest (Like the Hierophant's beating heart enclosed by metallic skin). Shoot the heart throughout the battle as the "MASKED RIDER ICE (TM)" throws his own arsenal of attacks. FIRST ATTACK The World creates a huge ice hatchet on its hands. Shoot the axe continuously to destroy it before it materializes completely in its hands. Once the axe is formed, the World raises it and hacks you for bone-shattering damage. SECOND ATTACK The World charges a glowing fist and hurls an ice shockwave toward you. You can shoot the ice pillars as quickly as you can. If the pillar reaches you, shake your gun to break free from the ice prison or you'll take damage. As long as you destroy his pillars or quickly break free as soon as possible, you have nothing to worry about this attack. THIRD ATTACK The World charges both glowing fists and hurls two ice shockwaves toward you. Shoot down the ice pillars as quickly as you can. If the pillars reaches you, shake your gun to break free from the ice prison or you'll take damage. Again, as long as you destroy his pillars or quickly break free as soon as possible, you have nothing to worry about this attack. FINAL ATTACK Imitating the Magician again, the World sends 4 ice flowers to the sky, which unite into a single more durable blossom that dives down to you. Each flower takes a clipful of shots to destroy (30 rounds). Destroy each as quickly as possible. The huge flower is more durable and takes more shots to destroy. For this battle, the World won't pose much of a threat. When you've played the game a few times, you can hardly lose a life for this battle alone. Throughout the battle, the World will use the first three attacks alternately. Once it has lost about 60% BOSS LIFE, he'll start Attack 4. Shoot the heart whenever it's possible (while creating the ice flowers from below) and destroy these flowers. Repeat this process until he dies. Note that every time you destroy the World's icy creations, you damage it as well, so try to stop each of his attacks to damage him as fast as possible. Wait, don't leave the gun on the machine yet! The game has not ended yet... Make a deep breath, and face... ++++++++++++++++++++++++++++++++++++++++++++++++++ + [ THE WORLD Type Gamma ] + + WEAK POINT: The heart + + NO DAMAGE: Anywhere else + ++++++++++++++++++++++++++++++++++++++++++++++++++ * Yes, PART 2! The creature has assumed a more human form, its wings had formed tendrils on his back. He's now glowing a faint bloody red by re-amassing all his lost energy from the heart (those blood-like rays) which immortalizes him for a second time. Still, shoot his heart. "MASKED RIDER RED (TM)" is harder to deal with this time. Good luck! FIRST ATTACK The World charges a glowing fist and sends a spiralling ice dragon towards you. Shoot the Frost Dragon's head to destroy it before it bites your arse off. Real dangerous. While shooting, execute a outward spinning motion with the gun, like you're drawing a spiral on-screen whilst firing the SMG on the head like mad. With luck, you can do it. SECOND ATTACK The World charges two glowing fists and sends two spiralling ice dragons BEHIND you. Shoot the Frost Dragons' heads to destroy them before they take off a life from you. This is a little bit easier than one Dragon alone, since the heads move in a predictable pattern before spinning their way to you. You can easily destroy them before they even approach. (The building's columns prove annoying for they'll block the shots intended for the Dragon behind it!) THIRD ATTACK The World charges a glowing fist and alternately hurls a spiralling ice dragon from each fist. The dragons dive in from a left-right-left-right OR right-left right-left alternating pattern. About three to five bullets can already smash a dragon, but you have to contend from six to eight of them. These dragons move very fast to compensate their fragile structure. HINT: Two lightning streaks will flash when the World begins this attack. FINAL ATTACK Again, like the Magician, the World creates a huge Frost Dragon that rockets upward the sky in a spiralling manner, and spins its way down to bite you. Still, the Dragon's head is the weak point. The best moment to damage and destroy the Dragon is on its way down, about time its head is very open to gunfire. Yeah, once you destroy it, you'll have a nice shower of ice shards as the World summons another Dragon to the sky for you to destroy, again... As expected, the World is much harder this time around, but a few times of fighting him will give you an advantage to learn his attacks. Throughout the battle, the World will use the first three attacks alternately. Once it has lost about 60% BOSS LIFE, he'll start Attack 4. Shoot the heart whenever it's possible (while he creates the dragons from below) and destroy all the dragons he sends. Rinse and repeat until he dies. Note that every time you destroy the World's icy creations, you damage him as well, so try to stop each attack to damage him as fast as possible. AUTHOR'S NOTES: * BOSS' MAIN POINT OF VULNERABILITY / HOW TO "OWN" THE WORLD TYPE BETA: ALL rounds of the battle has the World's main weak point openly exposed. Hits on his ice body do no damage but a plus in accuracy. Since you also damage the World each time you destroy his CANCEL gauge, I'll simply enlist here strategies against each attack to damage the World in any way possible: ICE HATCHET: A horizontal stick appears. Rapidly shoot it until you see an ice axehead appears. It turns red before it shatters. In case it is formed, you have a split second to destroy it before the World uses it to hack both of you. ICE WAVE x1: Nah... Shoot the ice shockwaves till you destroy it. If you get caught, DON'T TOSS A GRENADE! (You have no reason to do so, ye sucker!) Shake your gun quickly to bust out FREE! ICE WAVE x2: Shoot one side first, then the other. Don't fret if you do get caught. Shake your gun to break free and resume on shooting the World's weak point. OWNING THE WORLD: At 40% BOSS LIFE left, the World begins the CRYSTAL ROSE TEMPEST (TM). When he slams the ground, quickly aim and toss a grenade RIGHT at his WEAK POINT. You can shoot his weak point to slow down his movement. If the grenade's "explosion dome" strikes the heart, BOOM! INSTANT KILL you can show-off! * BOSS' HIGH ACCURACY TRICK: During the stage-revolving and running or just simply anywhere else, shoot the World anywhere in his icy body. As long as you keep many hits on his body throughout the battle, you are guaranteed an A or S for this chapter! Shoot his ice body especially when he summons the flowers! * BOSS' MAIN POINT OF VULNERABILITY / HOW TO "OWN" THE WORLD TYPE GAMMA: ALL rounds of the battle has the World's main weak point openly exposed. Hits on his ice body do no damage but a plus in accuracy. Since you also damage the World each time you destroy his CANCEL gauge, I'll simply enlist here strategies against each attack to damage the World in any way possible: ICE DRAGON x1: Precise aiming is key here. Use your gun like a pen and draw your shots on the screen like a spiral outward: all shots are focused on the Dragon's head of course. You have to destroy it before its icy teeth penetrate your spines. ICE DRAGON x2: Precise aiming is key here. Concentrate on destroying one head before aiming for the other. You have lots of time to destroy both. Do as much damage as the Dragons fly on their way to your behind. This is not too much of a problem. ICE DRAGON x8: DO NOT PANIC. Accurate shots can destroy each dragon. Since they come from left-right pattern, a few shots to each Dragon head destroys them before destroying the successive ones. ICE SKYDRAGON: Shoot the head on the way down. THERE IS A TIME TO SHOOT THE HEAD on its route downward. You can destroy it even before it reaches to bite you. If you do destroy it, shoot the huge ice hunks for fun and a small ice rain on the screen. Whee! OWNING THE WORLD: At 40% BOSS LIFE left, the World begins the DIAMOND SKYDRAGON DIVE (TM). When he slams the ground, quickly aim and toss a grenade RIGHT at his WEAK POINT. You can shoot his weak point to slow down his movement. If the grenade's "explosion dome" strikes the heart, BOOM! INSTANT KILL you can show-off! * BOSS' HIGH ACCURACY TRICK: During the stage-revolving and running or just simply anywhere else, shoot the World anywhere in his icy body. As long as you keep many hits on his body throughout the battle, you are guaranteed an A or S for this chapter! Shoot his ice body especially when he summons the skyward dragons! * Remember, I said that you can't own the Star. Technically, YES. But I have a question with all these strategies I have mentioned in mind... WHY WOULD YOU OWN A SINGLE 'STAR' IF YOU COULD OWN THE 'WORLD' INSTEAD?! * TRIVIA: The end bosses of HOD4 has some of the most interesting aspects of nature and life. THOTD 1: MAGICIAN T-0000, a pyrokinetic (fire) THOTD 2: WORLD T-Alpha, a metamorphic (form-assuming) THOTD 3: WHEEL OF FATE T-0000, an electrokinetic (lightning/electricity) THOTD 4: WORLD T-Beta, a cryokinetic (ice) ******************************************************************************* IX E N D I N G S ******************************************************************************* * Requirements of all possible endings are only approximations. Thus, those figures listed hereunder are not 100% correct. The World attains its Complete Form (Thanatos of Chaos Legion, anyone?): reborn from the cocoon was a giant human-insect. James and Kate desperately keep their machine gunfire focused on the evil incarnate, "MASK RIDER GOLD (TM)". KATE : What?! He won't stop growing! JAMES: We can't beat him... But we must close Pandora's Box now or never! (James drops his SMG and clicks his PDA. TEN SECONDS BEFORE DETONATION.) KATE : James, what are you? JAMES: This is our last hope. This will stop it. Kate, don't... give up hope... (James runs point-blank beneath the World, chucks his PDA upward and BOOM! A pillar of fire consummates the World. Gone with it was James, who left not a trace but a crater of fire at the center of the building's courtyard.) KATE : James! (Night falls around in the building.) KATE : James, what should I do? (Kate walks back to the building en route to Goldman's office. Once all credits have rolled (ended by: PRESENTED BY SEGA), depending on your score and possibly the number of continues... a short cutscene will be shown as the ending as Kate discovers something within the office or a scene somewhere else.) ********** ENDING A: (NORMAL ENDING: Rank 3 and below) Goldman left a pre-recorded message in his laptop... Another prophecy of destruction and doom... "Ah yes, there is one thing I forgot. The human race has not been eliminated. Travel north. Hope is such a splendid thing..." Goldman says the line, his back facing the screen and walking away. ********** ENDING B: (NORMAL ENDING: Rank 3 and below) Goldman left a pre-recorded message in his laptop... Another prophecy of destruction and doom... "Ah yes, there is one thing I forgot. The human race has not been eliminated. Travel north. Hope is such a splendid thing..." As Goldman says the line, he turns around and REMOVES HIS SPECTACLES. His face is revealed with gashes, his eyes wielded red pupils. This, I presume, confirms that Goldman is now a zombie. (Like Daniel Curien's zombie ending in THOTD3) ********** ENDING C: (SPECIAL ENDING: Rank 1 or 2) G stands in front of the crater of fire by the courtyard. * Following James' sacrifice to destroy the World, G recognizes the fact that the battle is not over yet and promises to take the fight back to the source. With a final wave of his hand, he tells James to rest and leaves the remnants of the burning Pandora's box behind. G's future exploits are covered in the story of The House of the Dead 3. (Excerpt from http://en.wikipedia.org/wiki/House_of_the_Dead_4) ********** ENDING D: (SPECIAL ENDING: Rank 1 or 2) * In one of the game's endings, a businessman limps on his right leg towards and sits at a desk in the corner of an office. He claims that Goldman was soft and that the wretched humans have no need of hope. This mysterious man also declares that the true end will soon begin and that there is more than one "Pandora's Box". As of now, no one knows this man's identity, but he certainly intends to cause trouble at some point in the future. (Excerpt from http://en.wikipedia.org/wiki/House_of_the_Dead_4) ********** END The story continues in The House of the Dead 3... Now, you'll see your character's portrait and overall ranking: * AVERAGE ACCURACY (HIT RATIO) & REMARK * TOTAL SCORE & REMARK * TOTALS OF CRITICAL SHOTS & REMARK TOTAL NUMBER OF "GOOD" KILLS TOTAL NUMBER OF "EXCELLENT" KILLS TOTAL NUMBER OF "AMAZING" KILLS TOTAL NUMBER OF "PERFECT" KILLS * YOUR OVERALL RANK (Out of 8 Ranks) RANK 1: SPECIAL AGENT - Try applying for the FBI, CSI, or CIA. XD RANK 2: TOP AGENT - Perfect RANK 3: EXPERT AGENT - Amazing RANK 4: MASTER AGENT - Excellent RANK 5: LEADING AGENT - Good RANK 6: STANDARD AGENT - Not Bad RANK 7: AVERAGE AGENT - Apprentice RANK 8: ROOKIE AGENT - Dummy AUTHOR'S NOTES: * I have played the game with an EXPERT Rank, with roughly 350,000+ points. * If you want to have your high scores displayed here, I'll add them into the HIGH SCORE section for you! Please email me your HIGHEST SCORE (Only 1 record per person) and your 3 initials, and you'll be credited for the info. Thanks! See my email address below. * For a thorough analysis of the rankings, please read ahead. ******************************************************************************* X H Y P O T H E T I C A L R A N K I N G C A L C U L A T I O N S ******************************************************************************* At the end of each Chapter, your ranking sheet will be assessed. ----------------------- A C C U R A C Y \ ------------------------------------------------------------------------------- Accuracy is HIT RATIO, computed by: TOTAL NUMBER OF HITS over TOTAL NUMBER OF SHOTS EXAMPLE: Out of 1000 shots you struck with 750 shots. So your accuracy is 75%. Against the boss, you have hit him with 500 out of 750. Your hit ratio is 67%. For the chapter, the average accuracy is computed. (750 + 500) / (1000 + 750) = 1250 / 1750 = 71% -> PERFECT Accuracy is also a key to increase your rank, so try that each shot lands on anything on-screen, be it a zombie or background object. * To get NOT BAD, get an accuracy of below 50%. * To get GOOD, get an accuracy of 50% to 55%. * To get EXCELLENT, get an accuracy of 56% to 65%. * To get AMAZING, get an accuracy of 66% to 69%. * To get PERFECT, get an accuracy of 70% and above. ------------------- S C O R E \ ------------------------------------------------------------------------------- I'll just list what score you need to attain to get PERFECT in the SCORE. * CHAPTER 1: Get 60,000 points and above. * CHAPTER 2: Get 120,000 points and above. * CHAPTER 3: Get 160,000 points and above. * CHAPTER 4: Get 200,000 points and above. * CHAPTER 5: Get 250,000 points and above. * CHAPTER 6: Get 300,000 points and above. ---------------------------------- C R I T I C A L S H O T S \ ------------------------------------------------------------------------------- Like THOTD3, remarks flash after a headshot kill. The remarks are color-coded: * Blue / GOOD - 2nd headshot kill * Green / EXCELLENT - 3rd headshot kill after the GOOD shot * Yellow / AMAZING - 4th headshot kill after the EXCELLENT shot * Red / PERFECT - 5th headshot kill onwards The streak will be broken if you didn't kill any zombie via headshot (i.e. pulverized the chest or anywhere except the head) or you take damage. If the streak ends, you need 2 headshot kills to attain the GOOD rating once again. Listed are how many PERFECT shots are required to get PERFECT in the CRITICALS. * CHAPTER 1: 40 * CHAPTER 2: 56 * CHAPTER 3: 46 * CHAPTER 4: 50 * CHAPTER 5: 36 * CHAPTER 6: 30 NOTE: If there are 2 players, you are only required to have HALF of the listed number of critical kills to attain PERFECT. ------------------------------------ C H A P T E R R A N K I N G \ ------------------------------------------------------------------------------- I'll assume the point ratings for each stat for each completed chapter. NOT BAD - 1 point GOOD - 2 points EXCELLENT - 3 points AMAZING - 4 points PERFECT - 5 points There are 3 ranking fields in all: ACCURACY, TOTAL SCORE, CRITICAL SHOTS So the perfect score is 15 points. Now, to get a certain rank for a chapter: To get Rank E, get 3 points total. To get Rank D, get 4 to 6 points total. To get Rank C, get 7 to 9 points total. To get Rank B, get 10 to 11 points total. To get Rank A, get 12 to 14 points total. To get Rank S, get 15 points total. NOTE: Using the above legend, having an AMAZING-AMAZING-AMAZING status is only equal to having an EXCELLENT-AMAZING-PERFECT status, attaining a Rank A each since both total to 12 points, with an average of 4 points. *********** LIFE MARK BONUSES (The ASCII at the left is a MEDKIT) * *** * Rank E to C : No Life Bonus (Listen to the hilarious remarks) * ******* * Rank B to A : 1 Life Bonus * ******* * Rank S (Best) : 2 Life Bonuses * *** * At end of each Chapter, each Life Mark left is worth 700 points. *********** (When you take damage, you lose about 500 points as well) ******* GRENADE BONUS (The ASCII at the left is a GRENADE) *** * No matter what your rank is, your stock of Grenades are filled to ***** * the full default stock. If the default stock is three, you regain ******* the number so that your total is three. You can keep up to five ***** total Grenades, which can be carried on the next chapter. *** At end of each chapter, each Grenade left is worth 300 points. NOTE: Do not hesitate to use a grenade if you really need to use one. Hey, a grenade is refillable at the end of the chapter or when you continue; but Life Marks are not (unless you earn a high rank or use a continue). Besides, each grenade left is only worth 300 points apiece, but each Life Mark left is 700 points apiece. Grenades can save Life Marks, but Life Marks cannot save grenades. REMEMBER THAT! ------------------------------------ O V E R A L L R A N K I N G \ ------------------------------------------------------------------------------- I'll assume the point ratings for each rank for a completed game. Rank E - 5 points Rank D - 6 points Rank C - 7 points Rank B - 8 points Rank A - 9 points Rank S - 10 points There are a total of 6 Chapters: ESCAPE, LOST, EMPTINESS, DESPAIR, REUNION and HOPE. So the perfect score is 60 points. Now, to get a certain overall rank: To get Rank 8: ROOKIE AGENT, get a total of below 32 points. To get Rank 7, AVERAGE AGENT, get 32 to 36 points total. To get Rank 6: STANDARD AGENT, get 37 to 40 points total. To get Rank 5: LEADING AGENT, get 41 to 44 points total. To get Rank 4: MASTER AGENT, get 45 to 49 points total. (?) To get Rank 3: EXPERT AGENT, get 50 to 54 points total. (?) To get Rank 2: TOP AGENT, get 55 to 57 points total. To get Rank 1: SPECIAL AGENT, get 58 to 60 points total. NOTE: These may not be 100% correct, so please email me your corrections and suggestions for the tallying for the correct rankings. These are only a listed approximations based on my gameplay experience. * An e-mail from a reader (Steve H.) told me of the discrepancy of his rank. He should get a Rank 3 based on his score (51 points), yet he got Rank 4. It is still left into guesswork if the lone C in his end-of-chapter ranks has an effect to his overall ranking result. Though my overall ranking system is not yet proved, I deem my end-of-chapter rankings as 90%, if not 100%, correct. ******************************************************************************* XI T R E A S U R E R O O M L O C A T I O N S ******************************************************************************* TREASURE ROOMS are very adeptly hidden in each Chapter. You have a very limited time (about 3 seconds) to shoot as many goodies as you can. Each Treasure Room usually have these 4 stuff: * BRONZE, SILVER, GOLD COIN (common) * BUS, HAT, FROG, BELL, MAGICIAN FIGURINE (uncommon) * MEDICAL KIT (rare) * GRENADE (rare) CHAPTER 1 * Destroy the RED CONTROL PANEL mounted on the wall on the point where 2 waves of zombies will assault you. You will have a detour. After you face a group of undead scientists, you got to face a wave of 3 muscle zombies. Shoot a hidden door at the LEFT CORNER in the pitch black area. Once a gold spark is seen, kill the zombies and you'll proceed to the TREASURE ROOM. * Just before the Elevator Door to Justice's fight, there is a path to the left and right when you turn around. Toss a grenade that will REBOUND INTO THE RIGHT ALLEY before killing everything. Before going to the big door you'll turn to the TREASURE ROOM for that precious grenade. Nice deal, no? CHAPTER 2 * Whether or not you opened the grates at the start of the chapter, you'll come to the point where your players will cross the canal to a ladder. However, 4 Ebitans and 2 Frog zombies will emerge. Notice the alley to your right? Toss a grenade that will REBOUND INTO THE ALLEY behind the Frog zombies. If you heard a BOOM, that's it. After dispatching the monsters, your players will notice a bright crevice in the alley, which happened to be a TREASURE ROOM. * Whether you took the left path or the right, you'll reach a wooden stash by a ladder with a gold frog. When you climb the ladder, there is a LINE OF STONES on your lower left as well as zombies. Shoot the line of camouflaged stones until you see a gold spark before dispatching the zombies. After killing them all, the players will turn left before entering the zombie cage. That turn leads to a TREASURE ROOM. CHAPTER 3 * When you chose to be dragged by the zombie that grabs you from the door, you will have a good score-boosting detour. Up the second flight of stairs in the subway, you'll fight a flock of bats. There is a shutter on the right with a PANEL on its left side. Shoot it to see a gold spark. After killing the bone zombies inside the shutter, your players will turn to the right to reveal the TREASURE ROOM. * Whether or not you chose to be dragged by the bone zombie from the door, you will reach a fork. Choose the left path to advance. Across the train rabble, you'll see a car door at the far end with a HANGING DOOR to the LEFT. Blast that door open with a grenade. When your players move forward, they will turn left to reveal the TREASURE ROOM. CHAPTER 4 * While fighting through the underpass, you'll soon enter a CAFE DOOR. Once it opened, locate a KEY on the 3RD SHELF ROW (2 red stashes are on the upper 2 which hide coins). Shooting the key emits a gold spark. To the right of the shelf will emerge zombies, but after killing them, instead of directly going through the door, your player will use the key to unlock the room to your left: a TREASURE ROOM. CHAPTER 5 * After destroying the zombies from the large crevice where James previously fought the Hierophant in THOTD2, you'll reach a point where an undead will ram your car. Shake the gun rapidly to turn the wheel. If you SUCCEED, the TREASURE ROOM will be revealed. Failing to do so detours to the left path. CHAPTER 6 * If you locate 2 white stashes, shoot the DRAGON'S EYE on the floor. You'll see a gold spark to confirm the unlocked secret. After a few shoot-them-downs and a cutscene, a room to your right upstairs reveals the TREASURE ROOM. CHAPTER 6: FINAL TREASURE ROOM * Reach the last door WITHOUT CONTINUING from Chapter 1! Before the stairs to Goldman's room, your player turns left and open the final TREASURE ROOM with: 2 Medkits, 2 Grenades, 1 Magician, 1 Bus, 1 Frog, 1 Bell, 1 Hat, 1 Gold Coin, 1 Silver Coin and 1 Bronze Coin! Go gaga over these goodies and snag as much hoard as you can in about 10 seconds! ******************************************************************************* XII C O D E S A N D T R I C K S ******************************************************************************* SCORE DISPLAY (Courtesy of mash_zeroforce) This code can be entered before or after inserting credits. At the title screen, input this sequence on either gun: Let 1 be the trigger and 2 be the grenade button. Press: 1, 1, 2, 2, 1, 2, 1 You should hear a sound if the code was entered correctly. Your score will then be displayed on the upper corners of the screen during gameplay. HIGH ACCURACY TRICK (Courtesy of ASH) To achieve an accuracy as high as possible for each chapter, shoot the immune points of the bosses. I'll give those parts here (these points are covered in each boss' individual sections in the Boss FAQ). Minute damage as you inflict, you can have a PERFECT rating for accuracy (above 70%) with these tricks! ACKNOWLEDGMENTS due to ASH, listed in the CREDITS section. * JUSTICE: Just shoot the legs when his face is not shielded as he runs to you. Break free when he grips you, but shoot the legs constantly. Do this about 3 times, with 5 as the most. If you do it for a 6th time, breaking free from his grip will be the most difficult. No matter how hard you shake your gun, you won't fill the bar to the fullest. Finish him as you would. * LOVERS: While shooting the spider offspring, shoot the legs visibly latched on the elevator shafts. When the Lovers climb up the lift to spit the web, shoot the arse to also inflict damage. * EMPRESS: When you break free from the door before Round 1, shoot her while she's approaching. When she was cutting down the extinguishers and the door, shoot her before she throws those stuff to you. You can also shoot along the benches DURING THE PURSUIT. Those also adds to points. * TEMPERANCE: After each time you stun him, shoot him by the belly. While he's approaching you, shoot his belly. Before entering the tower, shoot his belly. Up the tower, shoot his head like there's no tomorrow. Before the crane lever sequence, SHOOT HIS DAMN FACE! * STAR: Damn, he's so sadistic he won't give you free hits. His other job other than hacking you is to keep your accuracy down by full-speed flying... Ooooh, I forgot, full-speed fire at him while his BOSS LIFE is depleted to ZERO... * WORLD: Shoot his BODY anywhere (does no damage), but hey, those shots count in accuracy! Keep your gunfire focused on the World's creations, as well as his heart! To keep things easier, use the one-hit kill trick on the World's second form! You can get as high as an S in Chapter 6! NOTE: As long as you shoot background objects (with a distinct spark), that'll add up to your accuracy score. A tiny dot will spark if an inanimate object like indestructible walls are shot (these count as MISS). HIGH SCORE TRICK (Courtesy of ASH) Remember in THOTD3, where the remains of zombies can be shot until they become pools of yucky blood? Now, with the SMG, you could use rapid fire to accumulate points quickly. SHOOT CONTINUOUSLY until you kill the zombie. The zombie will crumble into dust, but shoot the dust for additional points! Do this throughout the game for some nastily high scores! Yet, this is like a double-edged sword. Shooting the remains can drastically affect your accuracy. I'll leave the real reason for you to discover that... ******************************************************************************* XIII H I G H S C O R E S ******************************************************************************* The Ranks do not necessarily reflect on the score. The notes taken here are the HIGHEST RECORD or RANK attained by each of the contributors. Also note that a plus (+) beside a score means an approximation in the nearest thousands. # NAME HI-SCORE HIGHEST RANKING LOCATION 1 ASH 498,890 R1 / SPECIAL AGENT Philippines 2 ICQ 464,048 R3 / EXPERT AGENT Russia 3 NAN 451,830 R2 / TOP AGENT Singapore 4 RNZ 426,000+ R3 / EXPERT AGENT Philippines 5 ICE 420,541 R2 / TOP AGENT Singapore 6 AAT 363,360 R3 / EXPERT AGENT U.S.A. 7 SRH 358,893 R2 / TOP AGENT U.S.A. 8 COY 350,000+ R3 / EXPERT AGENT Philippines <- Yours truly 9 ARM 306,524 R3 / EXPERT AGENT United Kingdom 10 --- ******************************************************************************* XIV A U T H O R ' S O D D S A N D E N D S ******************************************************************************* AUTHOR'S REMARK: James sure had aged after 3 years, but I noticed that he looked much older than Agent G in THOTD3! I mean, hey, Agent G aged for 21 years from the first THOTD to THOTD3 (2019 minus 1998 is 21). But how is that James looked much older than G though he aged for only 3 years? Should I say G was baby-faced? LOL... ;-> ********** AUTHOR'S REMARK: The fashionist's line before Chapter 1... KATE: These are all the weapons I could find... HEY! Besides your SMG, you're holding a HANDBAG, as A WEAPON? Wait, how'll you use it as a weapon? Flail it around like Death's club? OR use the make-up kit or lipstick inside that can be used like grenades or ammunition ala James Bond or Men in Black (much better if ala Johnny English)? You're tough, baby! * She should have said AMMUNITIONS, since SMGs consume a lot of bullets due to rapid fire. Still, that bag cannot hold that much (till Chapter 6)... ********** AUTHOR'S REMARK: (Before the Lovers battle, the ground shakes) KATE: An earthquake?! Kate predicted an earthquake the exact second the ground shook! What ESP does she have! Not like the ridiculous "G's bloodstains" remark again?! ********** AUTHOR'S QUESTION(S): (Before the Empress' battle) THE TRAIN CAME IN FROM THE RIGHT, right? Then, when Empress came in and cut the side open, why are there no cars that went ahead? AND the train started to run parallel to James and Kate's running direction!!! That's nice logic, SEGA... When a pilot car is removed, the train goes the other way immediately. NO TWO TRAINS MOVE PARALLEL AT THE SAME TIME, since the train that crushed the Empress also came leftwards!!! AND IF YOU NOTICE: THERE ARE 3 TRAINS! The third train is where the zombies attack from across during the Empress pursuit. * Okay, let's assume the station is a terminal (end) station. Still, the train rabble from the last station deems that assumption more questionable. ********** AUTHOR'S QUESTION(S): After beating the Empress at the end of Chapter 3, when her corpse was to fall from the car, where the hell did the speeding train that smashed the Empress come from? Hey, it's the last terminal up ahead right? Who piloted the train? There are no survivors in THOTD4! Then, are they the zombies who also drove Lisa's van in THOTD3's ending? ********** AUTHOR'S REMARK: (After the Empress' death) JAMES: Kate! We're going to jump! Wait! James and Kate are already rolling on the ground as he said his line! ********** AUTHOR'S QUESTION: Where the hell did James get that "old wound" by his side? It was G who had the same wound on the THAT location. G was injured in the library in THOTD2, when he gave James and Gary the "G's Filebook", remember? ********** AUTHOR'S REMARK: Kate sure has infinite ammo during the final scene with the World (before the self-destruct scene). She never even reloaded, just her SMG shaking rapidly! ********** ANOTHER REMARK: RNZ sez... In the ending scene, James says, "This will stop it..." There is a view of the World in the background, his tentacle-like wings on the ground reach from his back to the building wall! ********** AUTHOR'S REMARK: In the intro, James says, "Kate, this is it. Give it all you've got!" Notice the (yet unknown) World. IT HAS TENDRILS ON HIS BACK!!! If you have to fight him first time, those tendrils must be DRAGONFLY WINGS, which become tendrils in Phase 2! Oh well, graphic inconsistency like in THOTD2... ********** AUTHOR'S REMARK: Goldman's Building should be named the HOUSE OF ROBOTS, or HOUSE OF MUTANTS, or much better, the X-Mansion, since there are 0% undead in the building! There were only mutated robots straight from THOTD2! ********** AUTHOR'S QUESTION: Why did James sacrifice himself at the end? POSSIBLE ANSWERS: 1. He secretly hates his new partner. She was such a nagger. Kate has a lot of dialogue almost every other second in the entire duration of the game, unlike the more silent Gary. Rather than being with Kate, James went with the World into oblivion. Hey, the World has no dying dialogues! 2. He told Kate, "Don't give up hope..." before the tragedy. He meant that "Yeah, you're such a nagger. Don't give up hope. There will be someone who can endure your loud mouth. I'm outta here!" 3. Kate dethroned James for having the weirdest perceptions. In THOTD2, James had the blood-analyzing-contact-lenses which made him conclude right away that it was G's bloodstains on the ground. In THOTD4, during the elevator sequence, Kate the Living Seismographer (TM) concluded the earthquake THE MOMENT the ground shook! She even did not know the reason of the shaking! 4. HE IS THE HOPE FROM THE PANDORA'S BOX... If you have comments about the game or this FAQ, please email me. Thanks! ******************************************************************************* XV B O S S E N C Y C L O P E D I A ******************************************************************************* The names of all the bosses in the House of the Dead series are based from the Tarot Cards. Among the 22 total cards from the Major Arcana deck of the Tarot Cards, 19 had been part of the most fearsome bosses of the House of the Dead. I'll enlist them alphabetically, numbers symbolize the episode where the boss was present, as well as a description. * CHARIOT (1) The armored fiend wielding an enormous halberd. He fatally wounded Sophie prior to the battle with Rogan and G. After the bloody crevice in his armor has been struck a lot of lead, Chariot sheds his armor, exposing his vulnerable flesh around his skeleton and making him easier to kill. * DEATH (3) The gigantic security guard with a skull-studded club. The monster pursued Lisa and G throughout the entrance (or parking lot) of the EFI Complex and was very presistent to chase the, along the Information Systems corridors. The behemoth likes to flail around its huge club while chasing its enemies. His head is the most vulnerable to damage. * EMPEROR (2) The Goldman masterpiece that will hate and destroy mankind. Using his awesome power of METAMORPHOSIS, he can assimilate the techniques used by his lesser cohorts: Judgment, Hierophant, Tower, and Strength. Even in the Alpha stage, it was a formidable opponent. Its weak point is the red orb the the chest of his gelatinous body. Crystal orbs revolve around the Emperor as shield from damage as well as supporters. The Emperor can also turn his arm into a lance at will. * EMPRESS (4) The female counterpart of Goldman's Emperor and Strength, this sleek humanoid held twin chainsaws which can be used as one double-ended chainsaw or held as separate weapons on both hands. The Empress wore leather plates but her face remained as her vital point for gunfire. She pursued James and Kate inside the train and mutilated it car by car as they made their way to the pilot car. * FOOL (3) The huge sloth encaged in the tower-like prison of the Genome Ward. He's a fast wall-climber and expertly uses its claws to attack enemies with a long-reaching slash. If angered, it shakes its prison violently as corpses fall from above as a desperation assault to its enemies. These corpses also serve as his fodder. Its clawed paws are the most susceptible to damage. * HANGED MAN (1) The batlike humanoid that hostaged and murdered a few of the researchers from the Curien Mansion. This being's whole body is of a fragile composition. He can also command as much as two dozens of small bats at will to assault his foes. Swift flight and long talons make him one formidable foe. * HERMIT (1) The huge spider that fought Rogan and G in the tunnel to the lair of Curien. It has metal appendages to block its fragile face from gunfire or use them to hack enemies. It can also producing web balls to slowly constrict enemies. * HIEROPHANT (2) a.k.a. POPE / HIGH PRIEST Goldman's version of the Chariot, this amphibious behemoth carries a massive trident. The heart is its weak point, hidden beneath a barrier of two steel- plated skin on the chest. The weak point is exposed as the beating heart bulges out of the steel barrier. It also has the command of the piranhas beneath the Sunset Bridge. He can adeptly swim in any body of water as well as jump high from the depths with a vicious horizontal hack with his trident on his victims. * JUDGMENT (2) Made of Zeal (the imp) and Kuarl, the headless knight with an enormous halberd. These are Goldman's defective variations of Hanged Man and Chariot, compelling them to fight as a duo. Zeal telepathically controlled Kuarl and after taking enough damage, Zeal loses control of Kuarl who collapses down. Zeal was next to go into oblivion after attempting to headbutt you at full-speed flights. * JUSTICE (4) The ape-like humanoid who breached AMS through the sewers. Having four arms, Justice uses two arms to pull himself through the narrow sewage paths, another two to constrict the life out of his victims with a strong grip. He usually exposes his greatest weak point: his long tongue. Justice is also smart, for he can use the surrounding walls as well as his tough-skinned hands to protect himself and his tongue from damage. * LOVERS (4) Goldman combined the structure of Curien's Hermit with the philosophy of male and female. The result was the Lovers. A huge female arachnid with enormous appendages studded with spikes and a small male spider infused above it, which controlled two huge front legs to slash their enemies. The male spider has a huge lip-like mouth which imprisons targets in sticky web vomit. The female can also produce a batallion of fist-sized spiders from its behind. The Lovers pursued James and Kate in the underground lift from their flight from the AMS. * MAGICIAN (1 and 2) Dr. Curien's masterpiece that turned on him and murdered Curien himself. After it was destroyed by Rogan and G, the Magician was recreated by Goldman as the right-hand man of the Emperor for James and Gary to contend. This dire clown has sturdily-built armor and devastating PYROKINETIC magicks. Still, every evil has his own Achilles heel. He had several vital points wherein the live wires were left unarmored by bulletproof plates. * STAR (4) Goldman sucessfully produced his own variation of the Magician after Curien's and his own versions of the Magician failed. The successor, the Star, is armed with twin knives and can fly at high velocities to muddle the targets before slashing them. The Star, like the Magician, can hurl bolts of purple light at the multitudes to the targets. The visible slit across its chest is the main weak point. After suffering enough damage, the hood of his blood-red trenchcoat goes down and Star can do his desperate attack: a swift tornado charge. This humanoid challenged James and Kate in the DBR Hall as Goldman's parting wish. * STRENGTH (2) A huge fat dummy with a humongous chainsaw, "BLAME" etched on the blade and throwing axes. It'll play cat-and-mouse with James and Gary in around the huge labyrinthine walls of the Colosseum as Goldman's gift for the AMS agents. The masked head is the fiend's most fragile and weakest point to aim for. * SUN (3) A huge mutated tree with vicious vines with fanged petals that can crawl along the ground. The tree's trunk itself is studded with human skulls. Within each flower pod that formed a ring around the trunk hid a serpent that can extend their necks to devour their targets, as well as spit caltrop-sized spores into the air or spit them directly onto the target's face. This blood-thirsty tree was planted in the Biological Laboratory in the EFI Institute. * TEMPERANCE (4) Outside the streets from the underground shopping district, an obese of a giant pursued James and Kate: A green-skinned fiend with fingerless gloves, pants, and shoes. His fat belly hangs tight on his belt; the whole body is marked with blood-red tattoos. His main weak point is his featureless face with a mouth of knife-like teeth. Temperance's skin is totally impervious to ammunition. He can be deadly with his jumping or rolling attacks, as well as a powerful spike- studded fist he uses to crush his enemy... you. * TOWER (2) Four orange serpents share a single lifeline with a self-sustaining blue dragon, so the heads can only attack one at a time with a fierce lunging bite. Once the four minor heads are down, you'll have a final showdown with the blue-headed serpent, which can crawl very fast be it in water or sand. Their metallic skins are totally impervious to damage. Aim for the throats! * WHEEL OF FATE (3) a.k.a. FORTUNE This is Curien's final legacy after 2 decades when his corpse was thrown out of the DBR Institute. Curien had secretly research and devised a way to preserve himself to a godlike state: an ultimate return that will awaken 19 years after the Pandora's Box was first opened. Hidden in the chamber of the DBR Institute, Curien releases his full ELECTROKINETIC powers with the use of a powerful wheel that create electric bolts and toss them to targets. The wheel uses centrifugal force to rapidly negate gunfire especially from shotguns. Only one man who saw this horror grow for 19 years knows its greatest weakness... * WORLD (4) The World is the successor of the Emperor hidden in the Pandora's Box. Due to its premature Alpha state, the Emperor was destroyed by Gary and James 3 years ago. Thus, the also premature World (also in its Alpha state) was safely kept hidden in the Pandora's Box: under the DBR courtyard. It was concealed for 3 years before being released to the world, almost mature. Though it has a half human-insect nature, it focused on CRYOKINETIC abilities. The beating heart at the center of the chest is the main weak point. Goldman created it so that the World has the uncanny ability to resustain himself stronger for each time he was defeated, making any battle against him last for almost an eternity. Due to his affiliation with ice, the World also suffers damage as his creations are destroyed. Against James and Kate, it had shown only 3 known types, which did not last to Type Omega: BETA: Beta was built at the base the floor, with a prominent insect head with dragonfly wings. He can create ice axes, ice shockwaves to encase its enemies in a cage of ice, or create four ice flowers that unite to form a larger flower to distract his enemies. After his defeat... GAMMA: Gamma glows red, energy flowing to its heart and his wings formed tendrils on his back. He can now create multitudes of ice dragons to torture his opponent with different techniques. Afterwards... DELTA: The back of the Gamma splits open, as a golden fully-fledged humanoid Delta rises. However, James sent his PDA to self-destruct and finally reseal the Pandora's Box once and for all, at the cost of his own life. Nothing more was detected from the final evil of the Pandora's Box. The remaining cards to be looked for the (final?) THOTD 5 sequel are: * DEVIL * MOON * HIGH PRIESTESS ******************************************************************************* XVI C R E D I T S ******************************************************************************* I wish to thank SEGA for making another kick-ass sequel to the famous House of the Dead Series. For anyone who kindly read this FAQ and wish to give me their corrections, suggestions, locations of Medkits and Grenades, et cetera, they'll have their names in this section in future revisions of the FAQ. THANKS AND KUDOS TO THESE SITES AND PEOPLE: A multitude of thanks to all of ya! * http://gamefaqs.com/ Of course, GameFAQs site for hosting this FAQ! Additional thanks to the GameFAQs THOTD4 Message Board! * http://1UP.com/ 1UP Gamesite for hosting this FAQ! * http://GamerHelp.com/ GamerHelp Gamesite for hosting this FAQ! * http://hod4.sega.jp/ SEGA's Japanese THE HOUSE OF THE DEAD 4 Official Site. * http://wikipedia.org/ for the THOTD4 entries excerpted for the CHARACTERS and ENDINGS section. This site sure is very helpful for both academics as well as gaming! Check it out! * http://gallery.mymoviestar.com/michaelcms/michaelcms/ THE HOUSE OF THE DEAD 4 ACTUAL GAMING VIDEOS! Extremely helpful and perfect to check out! With the video map, I have completed the walkthrough! * Mr. CMS from http://forum.zeroregion.com for the THOTD4 video coverages taken straight from the arcade! Very helpful videos how to beat each boss! * The High Scorers' initials found in GameFAQs Message Board. * SHN_XDDD for the Perfect Rank requirements in the Criticals Section! * mash_zeroforce of GameFAQs for the helpful tip on the High Score Code! * IMELSON BALINO aka ASH ([email protected], [email protected]) Hands down. The Filipino god of THOTD4. No one stands a chance with him. He can play straight and beat the game with NO continues (at 1 player) and playing with him was well worth it. He's mastered almost every single hidden location in the game, as well as the handy HIGH-ACCURACY TRICK covered in the CODES and TRICKS section and how to kill with World with a grenade. Yay, this dude populated TEN slots in the THOTD4 cabinet in my local amusement center! * LORENZ PEDRO aka RNZ ([email protected]) His High Score record as well as a suggestion to upgrade this Boss FAQ into a full-depth FAQ! But hey, he's one of the first evaluators of my FAQ! He also contributed to me the Japanese HOTD4 site of the secret locations! How cool is that! * Me, SHADI SOBREMISANA aka COCOY or COY or SHD ([email protected]) Proud to be the first Filipino player of THOTD4 to post a FAQ for this game at GameFAQs. With time, I'll try to upgrade it into a fully-fledged Walkthru FAQ. So far, with ASH's help, I managed to get into Rank 3, EXPERT AGENT!!! To those who emailed me... Major thanks to all you chaps. I'm very sorry if your mail was left unanswered. * GREEN TEA BERNARD * JASPER TOH * JING HUI ABADDON * ANDREW TUNG * STEVE H. * ALI MEFTAH * UFO UFO * GEORGE GODFREY * "DI" AND YOU, DEAR READER FOR TAKING TIME TO READ THIS FAQ. ******************************************************************************* XVII D I S C L A I M E R ******************************************************************************* This FAQ is neither affiliated nor endorsed by SEGA. It can be distributed for FREE as long it's the latest unmodified version (found in sites listed on top). It is made for PRIVATE USE and MUST NOT be reproduced for any other purpose at any means. Do not attempt to sell this since no monetary profit was gained from this FAQ, nor be used by anyone else for their personal credits by submitting it to other game magazines, web sites, or part of any collection, compilation, or anything similar without prior permission from me. Email any corrections, errors, suggestions, etc. to me at this email: shadift [at] yahoo [dot] com Note that you are reading the latest version prior to sending me the email. The other games mentioned herein are the properties of Capcom (Resident Evil, Chaos Legion), SNK (Metal Slug, Ira Ira Bou), Taito (Operation Wolf), Square (Final Fantasy), Marvel Comics (X-Men), Sega (GHOST Squad), Orion (RoboCop) and Atari (Area 51) and are trademarks of their respective owners. ATTENTION: Copyright infringement is heavily punished in the US and other countries, but not as heavily here in the Philippines. Pirated optical media are given more attention to, leaving other pirated media, published or not, unattended. Please notify me whenever you see this FAQ sold or published for monetary profit in your locales. I should say that I once bought a Chaos Legion FAQ magazine once in my store, and to my dismay, it contained all the contents straight from the FAQ I used in GameFAQs. Only the walkthrough was included, but everything else like author's notes etc. are wholly omitted. The magazine is a text file cut-copied identically from the FAQ itself. Worse, the publisher of the magazine did not include their name in that mag. Just photos of Chaos Legion all around. So, please, if you see a certain walkthrough magazine with THOTD4 with the contents of my FAQ, tell me. Though I won't mind pursuing them with lawsuits maybe named or unnamed vermin they are, their souls are burning somewhere in time. SHADI SOBREMISANA Manila, Philippines PS: DEDICATED TO EMMA WATSON AND DEVON AOKI. DEDICATED TO ROX GUINOO & MEL RICKS of Star Circle Quest fame. HOPE... IT IS A BEAUTIFUL WORD... MUST WE SIT DOWN AND WAIT FOR IT ALL TO END? Copyright © February 2008 All rights reserved.