,'\ _ _ _ _ _ _ ___ _ |_ |_| |_| | \ / \ | | (_` / \ |_ | |_| |_ ___ | | | | | |_/ \_/ |/\| ._) \_/ | | | | |_ `. `---.__ \,' | __ `-._ _______ ___ ___ ___ _,-/_______ ______ | || `-._ `. \ ___ `. \ / \ / \ / | ,' \ ___ `. \ __ `._ | || | | ||| | | | \ / | | \ | | ||| `.| |||--`._ `. | || _| | ||| | | || \ / | || \ | | ||| |||-- --| | _| || \ |_|||___| |_|| \ / |_|| \ | | _|||__,| _|||-- --| | \ || | |\ | ___ |\ | \/ |\ | \| | \ | __ | \ ||--_--| | | || | | ||| | | |||\ /| | |||\ | ||| `| |||-|||-| | | | || | | ||| | | ||| \ / | | ||| \ | ||| ||||) (|| | \`. | || ,' / ||| | | ||| \/ | | ||| \ | |||__,'|(\_|||_\_/_| | `.`.| ||__,-' ,' ,'_| /_\ /_\ /_\ /_\ \ \ /_____,' `.__ __,-' `._ __,-' '-' `.\ `.-' `-.-' "When demons hear the name 'Garcia Fucking Hotspur'... ...they run the other way!" ============================================================================== SHADOWS OF THE DAMNED FAQ/Walkthrough Copyright (c)2012 DomZ Ninja ============================================================================== Author: DomZ Ninja E-mail: domzninja[at]hotmail[dot]com Updated: 06/02/12 Version: 1.0 NOTE: This guide does contain spoilers! ______________________________________________________________________________ TABLE OF CONTENTS ______________________________________________________________________________ See that series of numbers to the right of each section? If you want to find a specific section in the FAQ, press CTRL + F to open a search box. Type in the series of numbers for the desired section that you're trying to find and press Enter. Whabam! The search function will take you there in an instant. [1] VERSION HISTORY.................................................. [0100] [2] CONTROLS......................................................... [0200] [3] WALKTHROUGH...................................................... [0300] CHAPTER 1....................................................... [0310] Act 1-1: An Ordinary Life...................................... [0311] CHAPTER 2....................................................... [0320] Act 2-1: Take Me To Hell....................................... [0321] Act 2-2: Cannibal Carnival..................................... [0322] Act 2-3: What a Wonderful World................................ [0323] Act 2-4: Riders of the Lost Heart.............................. [0324] CHAPTER 3....................................................... [0330] Act 3-1: It's a Bughunt........................................ [0331] Act 3-2: My Dying Concubine.................................... [0332] Act 3-3: As Evil As Dead....................................... [0333] Act 3-4: The Bird's Nest....................................... [0334] CHAPTER 4....................................................... [0340] Act 4-1: The Big Boner......................................... [0341] Act 4-2: Great Demon World Village............................. [0342] Act 4-3: Ghost Hunter.......................................... [0343] Act 4-4: Great Demon World Forest.............................. [0344] Act 4-5: Suburban Nightmares................................... [0345] Act 4-6: Justine For All....................................... [0346] CHAPTER 5....................................................... [0350] Act 5-1: Twelve Feet Under..................................... [0351] Act 5-2: Different Perspectives................................ [0352] Act 5-3: The Castle of Hassle.................................. [0353] Act 5-4: The Final Chapter..................................... [0354] Act 5-5: Til Death Do Us Part.................................. [0355] [4] RED GEMS......................................................... [0400] [5] WEAPONS.......................................................... [0500] [6] ACHIEVEMENTS..................................................... [0600] [7] BESTIARY......................................................... [0700] Enemies......................................................... [0701] Bosses.......................................................... [0702] [8] THANKS/CREDITS................................................... [0800] ______________________________________________________________________________ [1] VERSION HISTORY [0100] ______________________________________________________________________________ FAQ/Walkthrough #62 ------------------- Version 1.0 (06/02/12) - FAQ/Walkthrough complete and submitted. ______________________________________________________________________________ [2] CONTROLS [0200] ______________________________________________________________________________ .-----------------------------.----------------------------------------------. | D-Pad | Select Weapon, Drink Alcohol (+ Y) | |-----------------------------|----------------------------------------------| | Left Analog Stick | Move | |-----------------------------|----------------------------------------------| | Right Analog Stick | Move Camera | |-----------------------------|----------------------------------------------| | Start | Pause | |-----------------------------|----------------------------------------------| | Back | Upgrade Menu | |-----------------------------|----------------------------------------------| | X Button | Reload/Interact | |-----------------------------|----------------------------------------------| | Y Button | Drink Alchol (Y + Left, Right, or Up) | |-----------------------------|----------------------------------------------| | A Button | 180-degree Turn | |-----------------------------|----------------------------------------------| | B Button | Johnson Attack, Johnson Bash (Hold) | |-----------------------------|----------------------------------------------| | Right Trigger | Fire Weapon, Dash (Hold while moving) | |-----------------------------|----------------------------------------------| | Left Trigger | Aim | |-----------------------------|----------------------------------------------| | Right Bumper | Lightshot (While aiming) | |-----------------------------|----------------------------------------------| | Left Bumper | Drink Again | '-----------------------------'----------------------------------------------' ______________________________________________________________________________ [3] WALKTHROUGH [0300] ______________________________________________________________________________ NOTE: This walkthrough is based on the Demon Hunter difficulty. ============================================================================== CHAPTER 1 [0310] ============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 1-1: An Ordinary Life [0311] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This chapter is a short one, since is only consists of one act, which serves as the game's tutorial. This is more like a prologue to the game, as you do not even have access to the main menu until you complete it. After the opening cutscene introduces you to Garcia Hotspur, you will be given control of the crude and crass protagonist. From inside your fancy apartment, walk down the hallway and enter the bloody door. During your stay, the game will issue out various control commands in the form of onscreen messages. Follow them as you make your way into the bedroom. Well, that's not good... Defeat the demon that crawls out of your girlfriend's back. Aim your weapon (which is named the Boner) at the fiend and fire away with the Right Trigger. Your gun has a laser sight that helps you with aiming, and the end of the laser sight ripples when it is pointed on an enemy. You should be able to blow the head clean off of the monster's body. Deal with more demons that appear in the window. You should stay out of harm's way so long as you back away from your intended targets, though these fellas can sometimes sprint or lunge at you with their vicious claws. Still, you do not have a health bar and I doubt you can actually die in this act, so no real pressure. Eliminate all the baddies and watch the subsequent cinema to complete the act and the chapter. Welcome to hell. ============================================================================== CHAPTER 2 [0320] ============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 2-1: Take Me To Hell [0321] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- As you approach the gates to hell, open it with X for an unpleasant welcome. Try opening it again for a much calmer scene. Once inside, you are given a checkpoint in the form of a steaming turd pile left by One-Eyed William. Walk down the cobblestone path towards the lamp hanging on the wall. Light and darkness play crucial roles in Shadows of the Damned, and the Light Shot is one of your most useful tools. It does not consume any ammo so you can use it as many times as you'd like (LT + LB). Use the Light Shot to light the lamp and illuminate the street. Now approach the gate for a short scene. Enemies like these demons yield White Gems, which can be used to purchase all kinds of things down in the Demon World. There are a number of ways to slay your foes and, in turn, receive currency. For starters, headshots are the best and easiest way to dispatch of enemies. You can also knock enemies to the ground by shooting out their knees, then performing a stomp kill by repeatedly tapping X while beside them. You can also use the Light Shot in combat, which can stun demons. While stunned, run up and press X to use a Brutal Kill. Lastly, your shapeshifting demon pal Johnson can be used as a weapon: press B to give a demon a good whack; hold down B to charge up a vicious swing that can instantly kill most baddies. These Normal Demons should not give you much trouble, so test out various combat strategies and see which ones work best. Once the group has been dismantled, open the set of double doors below the lamp. On the next street, walk past the morbid scene (well, you ARE in hell) towards the door with the... baby face on it. Baby doors act as locks and you must feed them unique items in order to unlock them. You can inspect them with X to see what food they require. In the case of this guy, he needs a strawberry. As you do this, "Paula" appears around the corner and scampers away. Most likely a trick, but follow the figure anyways back through the double doors. Go down the alley towards an unlocked door. A red chest in front of the door gives you Boner ammo; pick it up, then enter the room to find no trace or your main squeeze. However, there is a strawberry here. Bring it back to the baby door and proceed inside. Grab the two bottles of hot sake on the table upstairs. Alcoholic beverages, strangely, restore your health in this game. You can use them by holding down Y and using the D-Pad. Walk over to the busted window and jump through, taking the door across the street. Pick up the tequila inside and exit. A veil of darkness coats the area. As mentioned previously, light and darkness are powerful elements in the game. The darkness drains your health and can eventually kill you, so you must eradicate it by exposing it to light. Shoot the goat lamp back near the double doors with your Light Shot to dispose of the darkness and return things to normal. Go through the door near the baby door once you're ready. Continue forward as One-Eyed William flies away, giving you a checkpoint. Grab the hot sake on the stairs and start following the street. Hit the lamp in the distance to scare off some demons. Sprint (hold RT while moving) down the street, pick up two more hot sakes, then go towards the gate for the darkness to rear its ugly head once more. This time, there is no light source, so run through the nearby door. Dark Demons will pursue you inside, so quickly go inside the building and shoot the goat lamp to hold them off. Grab the Boner ammo and ascend the stairs - there is more Boner ammo and a hot sake up here. The Dark Demons find their way into the building and attack. Dark Demons are like Normal Demons except covered in darkness. Thus, you must use the Light Shot on them to make them vulnerable. Once you do, they pretty much devolve into Normal Demons. Finish off the trio, then aim at the goat head through the window to remove the darkness. Jump out the window and head through the gate into more darkness. Don't waste any time walking down the winding path as you make it to the light source. You should notice that you have a shield that depletes before your health runs out, so you have about ten seconds of exposure before you start losing health. You have enough drinks that you can use once you reach the other side, so you should be fine. There is another wall of darkness to your left, but ignore it. Shoot open the glowing barrel for either White Gems or ammo, then use Light Shot on the lamp and run down the alleyway. Up ahead, two Masked Demons attack. Their thick tribal masks prevent you from scoring headshots, so switch over to the Monocussioner instead (use the D-Pad to change weapons). This powerful shotgun is enough to blow them to itty-bitty pieces. Shoot the goat lamp and exit the alley to find that the wall of darkness is no more. Up ahead, a Crow Demon attacks from a balcony. These demons also wear large masks that prevents headshots, but they use these long helmets to spit out bloody crows at you. While aiming, press A in conjunction with the D-Pad to dodge roll in any direction; a great tool when in combat. Kill two Crow Demons, then the Normal Demons that bust through the door. Run through the building and take the back door to enter another area. To the right is a baby door craving an eye, and on your left is Hangman's Tavern. Go inside the bar to find two hot sakes and a vending machine that can be used to purchase more alcohol. You should have a decent stock, so head back outside. Follow the slope past the central gate to reach a dead end. Blast apart the Normal Demons chomping on the corpse and pick up the eye. Johnson points out a trio of Red Gems just on the other side of a fence. -> RED GEM 1 The first three Red Gems of the game are found on the other side of the fence; if you press against the fence, the Red Gems should float into your possession. -> RED GEM 2 The first three Red Gems of the game are found on the other side of the fence; if you press against the fence, the Red Gems should float into your possession. -> RED GEM 3 The first three Red Gems of the game are found on the other side of the fence; if you press against the fence, the Red Gems should float into your possession. Red Gems can be used to upgrade your weapons and other abilities. At the early stages of the game I'd suggest to use them to upgrade your health, but powering up your Boner won't hurt either. I highly recommend that you use one of the three to upgrade your Monocussioner reload speed - it will come in handy a little later... Now give the eyeball to the baby door to find a strawberry and a hot sake on the other side (plus some ammo and White Gems inside the crates and barrels). Use the strawberry on the central gate and proceed across the bridge. A darkness hand drags you into the darkness. As you proceed through the cavern, collect the human hearts along the way - these soul boosters help refill your shield when in the darkness, and there are enough here to keep the shield completely in tact, preventing any health loss while in here. Exit via the light at the end of the tunnel. Enter the courtyard for another checkpoint and enter the nook on the right. These glowing barrels contain light and can be used as live grenades in a way when battling demons. They're the equivalent of red explosive barrels found in pretty much every shooter game, but the kicker is that you cannot get damaged by them! Shoot one to set off a chain reaction, then grab the Monocussioner ammunition. Shoot all the crates in the courtyard for White Gems and ammo, then approach the purple door at the other end. The "demon pubes" covering the door keep you from accessing it, and there is some sort of correlation between the darkness vines and the purple switch above the adjacent baby door. On top of that, the monument in the center of the courtyard reveals itself as a pillar of darkness. The purple switch on the wall is a dark core, and they can only be triggered when in the darkness. Being in the darkness isn't always detrimental, as in the case of the darkness vines here. Stand in the darkness and shoot the dark core on the wall to disable the darkness vines. Go through the gate and enter the open window, then head up the staircase. Go inside the darkness to reach another bridge similar to ones before. A cage falls on top of you about halfway across, but hitting the goat lamp will free yourself. Now that the building is devoid of darkness, explore. There is a vending machine if you are in need of any drinks as well as an unlocked door. Pick up the huge White Gem behind the door, then grab the brain on the counter back outside. Exit the building and feed the brain to the baby gate back in the courtyard. More darkness up ahead, as well as Dark Demons. Remove the darkness using the goat lamp on the wall, then shoot the light barrels to turn the Dark Demons into Normal Demons. From there, they should be easy pickings. Johnson points out a gate on the side of the area that you should go next. -> RED GEM 4 In the area past the courtyard, defeat the Dark Demons and remove the darkness from the area. Before heading through the gate on the left, search the back end of the area to find a Red Gem underneath an archway. Proceed through the gate towards the ladder (check out the sign here). Follow the balcony to the right of the ladder for a hot sake and Monocussioner ammo, then go down the slope to find a huge White Gem at the bottom. Now return to the ladder and climb it. Some lovely (yet loud) opera singing creates tremors, so dash down the road. There is a baby door on the right side of the road, but it is currently unreachable since you do not have the required strawberry. Pass under the arch and head down the staircase as the darkness appears once more. The corpses at the end of the path continually spawn Dark Demons, so remove the darkness to stop the constant stream of enemies. Deal with the ones left, then explore the surrounding area. You can break through the wooden shacks lining the path to find a bunch of goodies, including hot sakes, two tequilas, and a strawberry. -> RED GEM 5 After collecing the strawberry inside the shack, go back up the stairs and use it on the baby door to find a Red Gem inside. Afterwards, walk by the row of huts and pass through the darkness to the next area. Open the gate to enter the front yard of a mansion. Here, you will see the source of the opera singing on the balcony. Things turn sour when a monstrous Buzzsaw Demon breaks up the party. This hulking monster is fast for his size and puts his buzzsaw arm to good use. The weapon is sharp enough to topple the pillars in the yard as well as chop apart your health bar, so make good use of your evasive roll ability. To defeat the Buzzsaw Demon, first use Light Shot to remove the coat of darkness. Now stun it with another Light Shot for it to turn around and hunch over, revealing a huge vial of blood on its back. Shoot this with the Monocussioner to eventually topple the demon. As Johnson later points out, big demons like the Buzzsaw Demon require human blood as energy, so these cores act as weak points. The tremors persist, so run through the gate to enter the sewers and climb the ladder at the end. Check out the sign for a humorous conversation, then kick down the wooden fence and take a plunge in the bloody river. How sanitary! Hotspur and Johnson spot the area's VIP up ahead on a pile of corpses, who then scrams. Take out the Normal Demons as you follow the trail to another fence that you can knock down. A Crow Demon attacks, but you can easily dispose of it by shooting the light barrel next to it. Some more enemies show up, including another Crow Demon and some Normal Demons. Once the coast is clear, pick up the tequila next to the stairs and climb up to the top. Pass by another checkpoint and head down the extremely bloody street to reach an area containing more darkness vines. For starters, eliminate all the demons in the vicinity and take the Boner and Monocussioner ammo. Be aware of your surroundings: there are two baby doors at the far end of the plaza, a goat lamp in an alcove on the left, and of course the darkness vines. A darkness hand on the upper level spews out darkness, which slowly engulfs the plaza. Enter the alcove and wait for the darkness to overtake you before shooting the goat lamp - this illuminates the alcove, but nothing else. Take down any Dark Demons that enter the alcove, then go inside the darkness and shoot the switch above the darkness vines to make them disappear. Quickly run through the gate and grab the soul booster, then shoot the goat lamp to brighten the alley. Pick up the brain at the top and then drop down into the plaza. There are never-ending waves of Dark Demons in here due to the corpses, but just run past them since these enemies are invulnerable while in the darkness. Use the brain on the leftmost baby door and pass through, taking another soul booster to replenish your shield. From here, you can climb the ladder and destroy the darkness hand to restore the plaza to safe living conditions. The VIP appears and tears down the other baby door; collect the eye on the balcony and fall down, as you pursue the big lug through the open door. Get s'more Boner ammo down the hall and pry open the double doors to complete the act. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 2-2: Cannibal Carnival [0322] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Stop at the vending machine for some alcohol; they sell tequila and absinthe now. Try buying your drinks in packs to help save money, as well. When you are ready, proceed into the carnival entrance for a cutscene. O============================ BOSS: GEORGE REED ============================O The area VIP is named George Reed - otherwise known as Harmonica George, Harmonica Face, and any other derogatory name with reference to the harmonica lodged in his mouth. This boss is a slow walker and rumbles towards you with his two long blades reaching after you. George is subject to short bursts of energy, but otherwise doesn't exhert much energy when chasing after you. However, he sometimes ducks between corridors and can surprise you if you're not careful, attacking with his two arm blades. The arena is composed of a criss-cross square room with tables lining each hallway that you must hurdle over by pressing X. Along the side of the alleys are various attractions and concession stands. In addition, you can also find light barrels strewn around. George is not an agile guy and prefers to stalk his prey. This makes harming him an easy task since he slowly plods through the carnival, giving you plenty of time to goad him into walking into the blast radius of a light barrel. Once the boss is knocked down, switch to your Monocussioner and aim for his head, which has now turned red (hopefully you upgraded this gun's reload speed like I told you to...) After enough punishment, George Reed gets sick of your shenanigans and pries a goat lamp off of the wall, enshrouding the arena in darkness. This means trouble, since you'll have to look for the boss's hiding spot while taking damage. Fortunately, the arena is littered with soul boosters and some hot sakes; plus, George's hiding spot glows red, so look for any patches of red in the sea of blue darkness. After shooting the goat lamp, things will return to normal. Continue running through the arena, zig-zagging between the alleyways and constantly looking out for the boss by using 180-degree turns. Hit him with another light barrel and fire away at his head until he steals a second goat lamp and scurries off. Look for a red concession stand to find him again. Repeat the strategy one final time by baiting George Reed towards another light barrel and knocking him on his keister. Since there isn't a third goat lamp in the carnival, George won't have any more retaliations and will stay down for the count. O===========================================================================O With that, George Reed leaves behind a Blue Gem. These special and rare gems, when given to Johnson, allows him to transform into a new weapon. In this case, you are now able to use the Teether: the demon equivalent of a machine gun. Only the baddest demons carry Blue Gems, so you receive one every time you take down a VIP or an equally challenging foe. When the double doors begin to glow, open them and move on. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 2-3: What a Wonderful World [0323] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ahhh, dumpster love. It's the best kind of love! Grab the Teether ammo 'round the corner and proceed down the nasty corridor. Through the door is a darkened alley, and lighting it up causes a horde of demons to run forward. Now is a good time to use the Teether and see what it has to offer. Defeat the slew of them and proceed forward. Enter the building and pick up the Teether ammo, then smash through the wooden boards to meet up with One-eyed William. Get some more Teether ammunition and inspect the large book on the pedestal to learn about George Reed, the VIP you just took care of. Once you're done with the light reading, jump out the window to encounter an Imp Demon in the street. Imp Demons are very mobile, able to scale walls like Spider-Man, and can spew black gunk out of their mouth to cover up lamps and create darkness. Immediately shoot the goat lamp to illuminate the street again before turning your attention to the Imp Demon before it can disable the lamp again. Take down the rest of the Imp Demons that emerge from the earth until a door opens up on the side of the building. Go through, grabbing the sake and leaping out the window and getting a checkpoint before a cutscene triggers. An Imp Demon constantly tries to puke on a goat lamp, so try and prevent it from doing so. However, there's a fence keeping you from meleeing the demon, so you'll have to shoot through the fence to kill it. In the meantime, Dark Demons and Normal Demons walk around, so take them out as well. Next, head inside the building and up the stairs, greeting the Normal Demon lurking in the bedroom with a bullet to the brain. Pick up the Teether ammo in the bedroom, otherwise jump through the window to end up outside again. When you're ready, climb the stairs and open the gate next to the building to proceed. Head down the alley towards a ladder, but look to the right of the ladder to find some Boner ammo, a sake, and a strawberry near the dumpster. Backtrack to the area where you first fought the Imp Demon and give the strawberry to the baby door, giving you access to Teether ammo, a tequila, and two monster White Gems. Now return to the ladder and climb to the open window. Walk down the hallway and jump out the other side. -> RED GEM 6 At the intersection, walk to the right to find a Red Gem on the front porch of the house. Back at the fork, go up the stairs straight ahead to find a vending machine. You'll also hear a phone ringing in the distance... go forward to spot a Paula apparition again... mind games... Fireworks are booming in the next area, and you can use fireworks launchers to chip away at the impending darkness. Use the one next to you to temporarily brighten the place up, then run backwards down the hallway. The gates here are not opened in a conventional way - you must shoot the glowing circle with your Light Shot to spring them open. As the darkness creeps up on you, shoot open the meat gates and escape out of the darkness. Dark Demons and Imp Demons are crawling around in the bloody river; the Imp Demons are especially annoying since they are almost completely submerged in the liquid and are difficult to find. Enter the other end of the dark hallway and shoot through the two meat gates to reach a checkpoint. Ascend the stairs as you play cat and mouse with a demon. Follow it into the darkness and quickly activate the fireworks launcher. Your job is to eliminate all the demons in this area while occasionally setting off the fireworks launcher to keep the area illuminated. To aid with the demon slaying, there are a few light barrels lying around. You'll be rewarded with an eye. Before giving it to the baby door, make sure to take the tequila opposite the door. Enter the darkness field and set off the fireworks launcher up the staircase before continuing towards the balcony. Sit and wait for the darkness to overcome you before shooting the dark core at the end of the balcony. With the darkness vines gone, you can head up to the roof. The roof is surprisingly pleasant. The big bloke up ahead may look menacing, but he's a sweet guy. Christopher is a friendly demon that you encounter many times throughout the game and can sell you goods. He mainly offers things like ammo and drinks, but you can also purchase valuable Red Gems (they cost 75 White Gems in Demon Hunter mode). If you've made it through the game without much difficulty, you may want to go ahead and spend most of your White Gems on some Red Gems so you can get a head start on your upgrades. Once you are done bartering, move through the field of flowers past One-eyed William and punch open the gate. Up ahead is a sushi lamp, another type of lamp that will help destroy darkness. This particular lamp type moves when hit with a Light Shot, so follow it down the road as some demons back away in fear. Shoot the three light barrels to destroy the demon trio (which should also net you the "Fire in the Hole!" Achievement) and give the sushi lamp another path to follow. The Sushi Lamp Express stops at the entrance to a cemetery. Pick up the tequila up against the pile of coffins and start exploring the graveyard. The huge bloody "X" in the center of the graveyard is surely a sign for bad news, but search the area anyways. Garcia finds an open grave and a tombstone with his name on it, which triggers the appearance of a huge monster. The Totem Demon isn't really a totem pole, but it is a rotating structure with three faces on each side. The Totem Demon creates a column of darkness around it, which also spawns Dark Demons. To dispose of the Totem Demon in a fast and easy manner, whip out your Monocussioner and blast the three cores next to each of the faces. Use the brain left behind by the Totem Demon on the baby door and leave the cemetery. Pass by the vending machine and open the double doors at the end. Activate the checkpoint and enter the base of the tower. Hop on the chandelier and get ready to ride up to the top. To go up or down in elevation, use the Right Analog Stick; to swing back and forth across the tower, use the Left Analog Stick. In order to clear the darkness from the tower and eventually reach the top, you must swing into the dark cores in front of the many stained glass windows. Up above, you can find White Gems and some Normal Demons on the perimeter. If you manage to destroy all the demons in the tower, you are rewarded with a Red Gem. You can also obtain another Red Gem if you manage to collect all the White Gems in the tower. I'm pretty sure you must kill all the enemies before breaking the dark cores and moving up a level, because otherwise I think they disappear. There are two Imp Demons on the first level, three Normal Demons on the second level, and four Imp Demons on the third level. Start from the bottom and work your way up as you collect each White Gem and kill each enemy (there are only nine enemies, though most are Imp Demons that are crawling on the walls and can be a bit tough to spot). Once you smash the final batch of dark cores, you reach the top of the belltower, where you can claim your rewards. -> RED GEM 7 Collect all the White Gems in the belltower while riding the chandelier; you must get them all before you reach the top of the tower. -> RED GEM 8 Collect all nine demons in the belltower while riding the chandelier; you you must kill all nine before you reach the top of the tower. -> RED GEM 9 Collect all nine demons in the belltower while riding the chandelier; you you must kill all nine before you reach the top of the tower. Luckily there is a checkpoint at the base of the tower, so if you fail you can always restart and try again. If you are successful, you can grab the three gems and exit the tower. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 2-4: Riders of the Lost Heart [0324] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Turn around and grab some Boner ammo, then go forward and take a pit stop at Christopher's corner. Restock on ammo and alcohol if necessary, otherwise buy one or two more Red Gems. Go through the alleyway to enter a large plaza. Things get weird here. O===================== BOSS: GEORGE REED (BEAST FORM) ======================O George eats his own heart - the only human quality he had left - and turns into a fully-transformed demon as a result. The battle starts off with George Reed riding around the plaza on his trusty steed. Follow him around until the horse stops and craps out a pillar of darkness. Seriously. The column will eventually expand and cover about half of the arena, but you are required to stand inside in order to damage the boss. Wait for George to run another lap and stop near the darkness. Stand inside and shoot at the red core on his back. The only way you can damage the core is if you are inside the darkness and he is outside, so getting the right predicament can be a little tough; it's easier to shoot George with the Teether as he's running away. Once you hit George in the back, his horse falls down and the camera zooms in on a huge hole on the stallion's stomach (either with the Teether or the Monocussioner). The boss retaliates by jumping on top of the central monument and firing spectral spears at you. Make sure to utilize your dodge roll in order to avoid getting skewered. While this is going on, use your Teether to continue targeting the large red core on the horse's underside. After several clips, the horse falls back down to the ground. The battle repeats itself once more, with George's horse creating another darkness column. Use evasive rolls to avoid the boss and stand inside the darkness when the time comes, then fire away at the core on George Reed's back. When the boss is dazed, unload on the horse's stomach once more. When George gets up to high ground, he starts hurling four spears instead of three - a bit harder to avoid in one dodge roll, so try rolling consecutively to avoid all four. After a third round, the number of spears increases to six, so you better stay on your toes. Keep this up until you get a cutscene. If you ever need any ammo, there are multiple ammo boxes for all three guns scattered around the plaza perimeter. If you are low on health and you need to heal, the best time to drink alcohol is when George is riding on the ground; otherwise you'll have to chug a bottle inbetween spear throws. Eventually George gets fed up with your antics and decides to eat his horse, growing to monstrous sizes. He is now as tall as a building and stomps around the arena, creating huge shockwaves with his feet. When you see him raise his foot in the air, get ready to dodge roll over the ensuing tremor. That is George's only real attack, so you should not take much damage in the first stage of the second round. The boss is covered with cores that you must destroy with one of your weapons (the Teether is your best option). Always keep your distance, because sometimes the boss will either kick you or swipe at you with his huge hands, so never get too close to him. Take out the cores on George Reed's legs first: he has two cores each on his achilles heels and another pair on his shins (he is wearing a shin guard on his left leg that must be destroyed as well). In addition, he has three cores on his back and two cores on his elbows. The last two on his arms are harder to hit since they are so much farther away, so try saving your Teether ammo for these two and using your Boner on the ones closer to the ground. Also, when there are only one or two cores remaining, George will puke on the ground and summon an army of worms that pop out of the ground. Avoid the holes that appear and continue firing away at his weak points. George Reed uses one last-ditch effort once all his cores are destroyed: he begins pissing on the monument, which enshrouds the entire plaza in darkness. There is no way to get rid of the darkness, so act quick. Your new target is the intestines hanging out of George's stomach, so fire away and don't let up. The worms return, but you don't have time to focus on them so ignore the enemies entirely. This phase should only last about half a minute. O===========================================================================O Adios, George. A mysterious figure offs him, which gives you a second Blue Gem. Johnson is now able to transform into the Skullcussioner, which is more or less an upgrade to your Monocussioner. ============================================================================== CHAPTER 3 [0330] ============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 3-1: It's a Bughunt [0331] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- As you stroll down the street, check out the poster on the left side to learn a little bit about the Sisters Grim (one of them was introduced to you in the last act, after the boss fight). Go forward and open the gate on your right to meet up with Christopher. -> RED GEM 10 There is a Red Gem inside the flower patch behind and to the left of Christopher. While you cannot go into the flowers, approaching the stone fence should cause the gem to float towards you. Exit Christopher's makeshift shop and continue walking down the street, where you'll find the first of the Sisters Grim. Go forward and slay all the Normal Demons that emerge from the goopy portals. Once they're toast, proceed through the double doors to enter the cathedral. Walk past One-eyed William up the flight of stairs as darkness begins to climb up towards you. Continue sprinting up the stairs to stay a step ahead of the darkness; shoot the Crow Demon at the top and burst through the wooden door to the balcony. Up here, a Buzzsaw Demon attacks you. The fight goes the same as it did in Act 2-1, but it should go much faster thanks to your Skullcussioner. Grab the tequila and ammo at the end of the balcony, then direct your attention back to the tower. Shoot the goat lamp on the bell to not only dispel the darkness, but also create a hole at the bottom of the cathedral. Make your way back down and jump down the pit. Garcia and Johnson emerge in the sewer system underneath the cathedral. Smash the crates on your right for some items 'n stuff. Up ahead at the four-way intersection, a few Imp Demons jump you. With their demise, a meat gate appears to your right. Grab some Boner ammo to the left and tequila straight ahead, then go right and shoot open the meat gate. Jump down into the murky water. There is a baby gate on the right craving a strawberry; we'll be back here in a sec. For now, walk forward to find said strawberry, which triggers the appearance of several Imp Demons. Step into the corridor so the Imp Demons have to exit the water in order to follow you... a much easier tactic than blindly shooting in the water in hopes of hitting them. -> RED GEM 11 After collecting the strawberry in the sewers, continue down the corridor to a dead end. A Red Gem is found next to some crates. Return to the baby door and open it up. As darkness appears in the hallway, shoot open the meat door and then hit the dark core to destroy the darkness vines. Open two more meat doors and eliminate the second set of darkness vines to exit the darkness. A Totem Demon rises from the middle of the circular room. Execute it using the Skullcussioner, which activates a gate. First, explore the left and right passages to find some ammo and a vending machine, then open the gate. A darkness hand in the distance causes some problems for you. Open the two meat gates to find some darkness vines; kick down the wooden boards to find the dark core, then shoot it to gain access to the darkness hand. Once you're free, walk down the corridor towards a sushi lamp. Use a Light Shot on it and follow the thing around, defeating enemies as you go. Continue past the sushi lamp for a checkpoint and head down the sewer to a big square room. There are a ton of Imp Demons in this room, along with a goat lamp. If at any time the lights go out, make sure to shoot the lamp. There are a few light barrels to help you out, as well as some hot sakes, but I would suggest saving the barrels for later. After a couple waves, some Normal Demons drop down along with a new enemy: Armored Demons. These guys kinda look like Masked Demons, but also wear thick leggings and have meat tenderizer arms. As a result, they are a bit sluggish but also very powerful. Use the light barrels to stun them and then the Skullcussioner for the finishing touches. Next up, you face off against a much tougher foe... O============================ BOSS: MARAS GRIM =============================O Garcia faces off against one of the three sisters here in the sewers. She is a tough foe based on the battle strategy alone, but once you figure out what to do she isn't terribly difficult. Johnson hints that Maras Grim is afraid of hot bursts, so the key to winning is with your Light Shot. The boss only has one attack: she will swing her scythe, which sends multiple projectiles your way. Just dodge roll to either side and you will be fine. After using this attack two consecutive times, the sister floats high in the air and slams onto the ground, covering the room in darkness. While your first instinct may be to shoot the goat head to clear out the darkness, hit the Maras Grim with your Light Shot instead. This can prove challenging since the boss never stays in one place and is constantly teleporting around the arena. Keep using 180-degree turns until you spot her and nail her. As the core in her chest is exposed, fire away. Usually after the first successful attempt, the Sister Grim doesn't even bother using her projectile attack and will go straight to her darkness plunge. This hastens the battle and makes things a bit easier. If you are having trouble finding her in the darkness and are losing health, shoot the goat lamp and drink some tequila, then restart. You must repeat this process a total of four times in order to bring her down. O===========================================================================O Take the Blue Gem left behind by Sister Numero Uno, which upgrades your Boner to the Hot Boner! Now you can press the Right Bumper to drop a Hot Boner bomb, which can then be shot to create a massive explosion. Open the gate and walk down the hall for a checkpoint and a vending machine. Continue forward to encounter a guts wall, which can be blown to pieces by charging up your Hot Boner and deploying a Hot Boner bomb. -> RED GEM 12 When you reach the first guts wall, focus on the smaller one on the right. Charge up your Hot Boner (LT + RB) and release a shot. Now shoot the Hot Boner shot to create an explosion, taking down the wall. Behind the guts wall on the right is a Red Gem. Collect the Red Gem, then charge up your Hot Boner. As you charge up a shot, red circles appear on the cracks of the guts wall. You must place a Hot Boner bomb on each of the seven circles. Once you have done that, shoot one of the bombs to set off a big chain reaction and blast the wall apart. Now you can escape the sewers and complete the act. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 3-2: My Dying Concubine [0332] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Garcia emerges from a cave and spills out into a wooded area. Finally, a nice change of pace from the monotonous town environment. You have a couple options at the forest entrance. -> RED GEM 13 Go to the left of the campfire and destroy the fallen tree with a Hot Boner bomb. Continue up and use more Hot Boner bombs to take down the guts wall, revealing an absinthe, Skullcussioner ammo, and a Red Gem. Back at the campfire, head to the right and take the tequila near the forest trail. A Cyclops Demon ambushes you at the next campground. This huge demon (if it looks familiar, you saw a corpse of one in Act 2-1) wields a tree and swings it around like a baseball bat. Target the core on its eyeball to damage it - using Hot Boner bombs work very well here. Once the Cyclops Demon is killed, grab the loot it leaves behind and walk down the drawbridge to a checkpoint. Wait for the darkness to appear before using the fireworks launcher, then run past the baby door and to the end of the bridge. Here, you must defeat waves of Masked Demons and Normal Demons while using the fireworks launcher whenever the darkness returns. Stick to the Skullcussioner against the Mask Demons, and don't forget about the tequila in the corner. Pick up the brain when the coast is clear and return to the baby door. It is more of the same through the baby door: simultaneous fighting of demons and operating fireworks launchers. There's a corpse at the end of the dock, so don't bother using the fireworks launchers all that much since there is an endless stream of Dark Demons. Instead, dash to the end of the dock and shoot the goat lamp to permanently illuminate the area. Now you can finish off the remaining foes. If you need drinks, there's a vending machine here. Walk onto the next bridge, only to have it collapse in the water. Approach drowning Paula only to have her succumb to the icy water. Oh well. Take the Skullcussioner ammo, then climb on the other side of the bridge onto dry land. The next area contains multiple cages, one of which keeping an Imp Demon imprisoned. There is also a set of darkness vines here, but no darkness to toy with. You must willingly release the Imp Demon, have him create some darkness, then use it to shoot the dark core and lower the darkness vines. Simple enough, right? -> RED GEM 14 Before leaving the area with the cages, look for a small alcove across from the cage with the Imp Demon. At the end of the alcove is a Red Gem. Once the deed is done, repay your little helper with a swift death and proceed through the gate. You'll see another Paula mirage struggling to keep afloat, but ignore her and walk down the bridge past an inactive darkness hand. Hmmm. When you enter the chamber ahead, the doorway is sealed behind you. There is a Cyclops Demon roaming around, but the darkness slays the beast. Interesting. However, not all good comes from this, as Dark Demons begin crawling out of the body. Shoot the goat lamp at the far left end of the area and quickly fend off the Dark Demons. Afterwards, a Cyber Demon busts through a wall and begins trudging towards you. A Cyber Demon is an upgraded Armor Demon, which is an upgraded Mask Demon. Catch my drift? This bugger is covered from head to toe in armor, making it completely invulnerable to conventional weapons. The only way to damage the demon is to plant a Hot Boner bomb on its body and setting it off. Once the Cyber Demon is down for the count, the exits open up. Pick up a hot sake at the dead end near the goat lamp, then enter the next area. Once again, the bridge breaks and you land in the water, giving you an opportunity to "save" your "girlfriend". The flooded area is pretty big and you are given a lot of freedom to roam around. There is nothing to the left of the bridge, so explore right as Paula is dragged away from you. Shoot open the crate near the submerged house for a huge White Gem. Continue wading through the water to the far end. Normal Demons emerge from the depths, and I'm pretty sure it is an endless wave of baddies. If you want, you can keep killing enemies left and right to rack up a serious amount of White Gems (also good to help get the Achievements that require you to kill a certain number of enemies with specific weapons). -> RED GEM 15 On the far right side of the lake is a cracked log; use a Hot Boner bomb to tear it in half, then walk onto the coast and snag the Red Gem. All you have to do here is follow Paula around as she gets tugged through the water. Eventually she gets dragged to the left side of the bridge, where a strawberry appears. Climb onto the other side of the bridge and give the baby door the fruit. There's another baby door on the other side, but obviously you cannot open it yet. Instead, go for the regular gate. A pair of Cyclops Demons are waiting for you on the other side; there is also a caged Imp Demon on the far end. You have two options here: if the Cyclops Demons are too daunting, you can release the Imp Demon and have the darkness automatically kill them, but you'll be left with Dark Demons in their wake. The second option would be to suck it up and kill the Cyclops Demons with your own hands (guns). It's up to you. Either way, you are rewarded with a brain in the end. If you take the latter option, you must kill the two Imp Demons anyways. Make sure to explore the room after collecting the brain: there is Boner ammo in the corner as well as a barrel containing a giant White Gem. Next, open the baby door. -> RED GEM 16 Do not follow Paula into the cave just yet; take the path to the right of the cave entrance, then tear down the guts wall to reveal a Red Gem, along with some absinthe and a mega-sized White Gem. Enter the cave and chase after Paula, though you end up finding Christopher instead of your gal. Spend all your White Gems, then complete the act by prying open the double doors. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 3-3: As Evil As Dead [0333] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The level begins with a high speed chase after Garcia is pursued by his insane girlfriend. Hold down the Right Trigger as you sprint through the forest, letting go and pressing it again any time you begin to slow down. If she catches up to you, it is game over! -> RED GEM 17 Near the start of the chase is a barrel on the right side of the trail. It isn't that difficult to spot since it kinda glows in the darkness. Make sure to shoot it open and collect the Red Gem inside. Just past the Red Gem is a tequila inside a small room, but otherwise keep moving forward. When the path gets a little too dark, quickly light the lamps hanging from the trees as you keep sprinting to the next checkpoint. Here you will face off against the second Sister Grim. O=========================== BOSS: KAULINE GRIM ============================O Kauline engages in the same gameplan as her sister, Maras. The Sister Grim uses her signature scythe projectile attack, which can be easily dodged. Eventually, she decides to cover the entire forest in darkness. Like before, you must shoot the boss with your Light Shot rather than the goat lamp. This time, things are a bit different. Kauline Grim splits into multiple variations of herself. These illusions pack just as much of a punch as the real thing, so you are still subject to her physical attacks, even though it may not be the real thing. It can be tough to tell the mirages apart from the real thing, but the actual sister's chest glows red due to the core. It isn't particularly convenient to try an analyze the doppelgangers while they are attacking you, so you're best off pumping each one with Light Shots as they step forward until you hit the real thing. Once you stun the real Kauline, she will slump to the ground with her core exposed. Fire away with your Hot Boner or Teether until the process repeats itself. Keep this up until Kauline Grim is defeated. Beware: the number of clones increases during each stage! O===========================================================================O Unfortunately, the Blue Gem that you rightfully earned is taken away from you. Follow the thief into the darkness gate. There are some Dark Demons walking around in here, but since you cannot hurt them in this state all you can do is ignore them. -> RED GEM 18 At the junction, ascend the stairs on the right. Collect the soul boosters along the way until you reach a Red Gem at the top. Go back down the stairs and proceed straight to collect the Blue Gem. Your Teether is now upgraded to the Teethgrinder. The gun barrel now resembles an octopus as you can spray gunfire at an insane rate. Use the Teethgrinder to shred apart the barrels to restock your gun's ammo. Walk forward. As a side note, try to ignore the creepy dolls hanging from the trees above you... You end up being cornered with nowhere to go. Wait for a horde of demons to hop the fence and charge you, then rip them apart with your Teethgrinder. It is mainly Normal Demons you're paired up against, but the final two foes are Cyber Demons. Once the last guy falls, an eye appears; take it and open up the nearby baby door. Follow around a sushi lamp while staying in the vicinity so you don't stroll out into the night. A few brave Mask Demons will enter the light, so kick them out and continue allying yourself with the fish thingy. -> RED GEM 19 Continue following the sushi lamp around until it takes you over to a small shack. You cannot go inside, but there are a number of barrels surrounding the front door. Break the one on the right to find a Red Gem (the others contain ammo and a tequila). As you'll eventually notice, the sushi lamp prefers the scenic route. As you walk around in circles, continue defeating the demons that lurk in the shadows. There are a couple of demons that you have never seen before: Blade Demons. Blade Demons kinda remind me of Voldo from Soul Calibur; they are very quick and wear masks along with having blades for hands and feet. Aim for their chests when fighting them. When the sushi lamp stops in front of a house, eliminate the remaining enemies to trigger One-eyed William's checkpoint. Quickly knock open the front door before a returning Paula can catch up to you and deliver the kiss of death! In the corner of the house is a creepy old door peering out from a trap door. Go over to him and press X to stomp him to oblivion (apparently an homage to Evil Dead... I dunno). Shoot the barrels in the corner for some Hot Boner ammo and a hot sake until demons begin storming the cabin. After downing them all, Paula joins in on the action and the two of you take a tumble down into the basement. Read the book in the corner for some backstory on the chapter VIP (which happens to be someone other than the Sisters Grim. Surprise!). Wow, Garcia is surprisingly illiterate. Next, go through the door to find Christopher. Stock up on whatever, then make sure to equip your Hot Boner for this next part. Paula escapes from the cabin basement and begins another chase sequence. Light the first lamp and sprint down the road. Use your Hot Boner to blast apart the tree and immediately switch to your Skullcussioner. Make sure to kill the first Normal Demon that comes your way; the Skullcussioner is the best since it is a one-hitter, and you don't want to waste any time fighting enemies with your demon girlfriend chasing after you. Grab the strawberry on the ledge and immediately use it to open the baby gate. Once through, blast the two demons that gets in your way to receive an eyeball for your troubles. If you are feeling daring, you can shoot the barrels for some tequila and ammo, otherwise get the hell outta dodge. Inside the house, Garcia will run into probably the strangest thing he has seen down here: another human! Read the newspaper article inside and then leave. The Blade Demons here are a lot tougher than before now that you don't have the assistance of the sushi lamp. These freaks are insanely quick and can teleport around the room; your best bet is to wait with the Skullcussioner and let 'er rip as they close on you. After defeating three or four, you will be treated to another cinema. Garcia uses the Blue Gem to upgrade his Skullcussioner into the Skullfest 9000. This juggernaut can fire four shots at once for maximum carnage. Walk past the next checkpoint and lay waste to the group of Normal Demons near the cavern. Lastly, walk through to wrap things up here; Christopher's shop is found inside, but you probably don't have any moolah left from the last time, so take the double doors. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 3-4: The Bird's Nest [0334] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This is the final level of the chapter, so you can expect a fight against the VIP coming shortly. Ignore the barbeque up ahead and grab the tequila beside the fire. Run out onto the bridge for a cutscene. This Elliot Thomas guy doesn't have a particularly wide vocabulary, eh? O==================== BOSS: ELLIOT THOMAS (BEAST FORM) =====================O You don't even get a chance to fight Elliot Thomas in his half-demon form, since he immediate ingests his own heart upon your arrival. He then turns into a gigantic crow demon - fitting for a guy with the nickname "Stinky Crow". Elliot flies all over the place, and your movement is a tad restricted since you're still on the bridge. The boss will fly around and eventually float on either side of the bridge before using an attack. His main attack is thrashing his long tongue at you. Wait for him to ingest a big gulp of air, then get ready to dodge roll. Sometimes Elliot Thomas stays back and flings a couple feathers your way. If they get stuck in the bridge, they release a patch of darkness. Quickly use Light Shots on the feathers to remove the darkness. Make sure to stay near the starting point so you have sight of the spotlight on the side of the bridge. Since it can become a bit disorienting trying to keep track of the boss's movements, pay attention to the spotlight since it always follows Elliot around. His core is also always out in the open, so while the battle rages on you are able to plug away at his weak point: the Hot Boner and Teethgrinder work wonders here. Once the core on his chest is destroyed, Elliot Thomas spices things up a bit. The base of his wings near his torso begins to glow red. At this stage of the fight, he uses a new attack: the boss chucks a huge boulder at the bridge, which knocks you off (repeatedly tap X to pull yourself back up). Shoot the boulder in midair to destroy it before it hits the bridge. The number of feathers in his feather attack also increases to around five. The gameplan is still the same: fire away at the boss's weak points using the Hot Boner or Teethgrinder. The latter works like a charm if you have been upgrading the gun's damage and capacity. Eventually, the cores on Elliot's wings will shatter. At this point in the duel, Elliot jumps on top of the bridge and begins waddling towards you like the psychotic bird he is. You may also notice that the tuft of feathers between his two legs begin to glow. Hit this sweet spot with a Light Shot to reveal one final core. Elliot will walk back and forth, periodically jumping to the other side of the bridge. If you let him get too close to you, he will kick at you with his talons. When you see the boss jump, run underneath him and spin around to confront him. This part is really easy since all you have to do is unload on him with your Teethgrinder and run underneath him if he gets too close. A simple game of cat and mouse. O===========================================================================O The final sister comes to take Elliot. Run back across the bridge to restock your ammo supply before inspecting the billboard at the other end. The Blue Gem here is a card for a hostess club, and you apparently must contact their people if you want to upgrade your Hot Boner to the Big Boner. Sounds like more work than usuall... Now jump into the, uhh... gaping butthole... to enter an area filled with darkness. Stumble through the area as you knock open the meat gates and grab the available drinks. There are no soul boosters here, so you will likely have to consume some alcohol to keep your health in check. Go up the stairs into the hostess club to complete the chapter. ============================================================================== CHAPTER 4 [0340] ============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 4-1: The Big Boner [0341] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Bright lights, big city. Investigate the payphone to receive the Big Boner. A strange minigame ensues, forcing you to put the Big Boner to the test. While standing on the balcony, you are overlooking three streets. You can aim the gun through the street, but you can also use the Left and Right Bumpers to face different streets. Enemies will come down from each street towards you, and you must use the Big Boner (repeatedly press the Right Trigger) to hold them off. The enemies solely consist of Cyclops Demons, which generally can take only three whacks from your Big Boner. However, if you line up a perfect shot and nail one in the eye, it leads to an instant death. For the first stage, things are pretty smooth: strafe back and forth down the streets in search of Cyclops Demons. Red arrows appear onscreen to help direct you to an oncoming enemy. Things get a tad more challenging, with Cyclops Demons starting off closer to your location (giving you less time to react before they reach the balcony). Also, some may start running towards you; hit them immediately to stop them dead in their tracks. Still, it is very easy (at least on the Demon Hunter difficulty) and no enemy should get remotely close to your position. Afterwards, approach the billboard once more and dive headfirst into the portal conspicuously placed between the lass's legs. Collect the soul boosters as you move down the slide. When you reach a gap, wait for the giant Paula to lie down and drop onto her stomach. Move up her stomach and across her chest to reach the other side of the walkway and continue to the exit. Now for round two of the Big Bonerfest. Activate the payphone to upgrade to the Big Boner and get ready for a challenge. The strategy is the same: fend off Cyclops Demons as they lumber down the city streets, but there is an abundance of enemies here and some odd angles that you have to work around. Try to aim for the eye for a one-hit kill, which helps conserve time and energy. Over time you'll learn the timing of the Big Boner shots and the duration of the Cyclops Demon's "stun time". You cannot repeatedly shoot one after another while the enemy's "damage animation" is still going on: wait for the target to stop flailing around before hitting it with another shot. Also, you do not need to kill an enemy before moving on to another target. In fact, it is not recommended, since some Cyclops Demons run down the street while others prefer a slow plod. Quickly strafe between streets to make sure everyone is at bay. Naturally, it's game over when one of the Cylcops Demons reaches the balcony. Once the second minigame is over, jump back through the billboard and pass through the darkness realm, using your girlfriend's lovely body to get to the other side. Time for round three! It is a gradual increase from the already-tough round two, so get ready to put your Big Boner to use! Employ the same strategies used for the last round, but keep in mind that there are now FIVE streets to focus on instead of three. Keep your head on a swivel! Cutscene time, aaaaand that's about it. Jump in the billboard portal one last time. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 4-2: Great Demon World Village [0342] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The game throws you a curveball with this act. Garcia and Johnson are transported into a strange realm where they are reduced to a 2D paper cut-out. This is a 2D side-scroller level reminiscent of old shooters such as Gradius. Pay attention to the controls that the game presents to you, then get going. The level isn't particularly challenging, especially since you can hold down the Right Trigger to continuously shoot your gun. Like most 2D games, the level is pretty straightforward: move to the right. Along the way, you'll be facing off against Normal Demons that can be slain with a few shots. You can also find bottles of alcohol to restore your health and White Gems. Make sure to collect every White Gem you find - there are a total of 50. When you reach a seemingly dead end, shoot the white window to shatter it and proceed through. Fly through the buildings and collect all the White Gems while watching out for the demons that jump at you from all angles. Just below the last building is your Teether; when you pick it up you automatically switch over from the Boner to the Teether until ammo runs out and you return to the Boner. As you enter the woods, shoot the woman (Justine) standing on the ground to trigger a checkpoint. At the first checkpoint you should have 18 White Gems. Up ahead are some goat lamps above another row of buildings. Shoot it with a Light Shot just like you would in a regular scenario to dispel the darkness. You also encounter Dark Demons in this area, so make sure to stun them with a Light Shot before firing away. Blast through another window and move on. Shoot Justine for another checkpoint. There are five White Gems at the second checkpoint, bringing your total up to 26 White Gems. In the building ahead, you'll find a switch doohickey in the corner. First, shoot the goat lamp underneath the switch to remove the darkness, then destroy the corpse blocking the switch and shoot the switch. This activates an elevator you can ride down to the other side of the building. Grab the Teether at the bottom of the elevator shaft and mow through the row of corpses. The next part is a snaking pathway where you'll have to zig-zag back and forth in order to reach the exit at the top. However, two corpses drop down in your way and the only way to kill them is to shoot them from below. Next, deactivate the goat lamp and be on your way. This is the end of the level. The last batch of White Gems are in front of Justine, in the shape of a heart. Quickly fly through them all and confront the strange lady to complete the act. -> RED GEM 20 Collect all 50 White Gems in the level to receive a Red Gem when you reach the level's end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 4-3: Ghost Hunter [0343] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Back to real world (well, not exactly, but you get the point). You start off inside a library, where two new demons make their grand entrance. These Shock Demons feed off the generators and is their main source of power. In fact, you cannot even damage these buggers until you get rid of the generators. Shock Demons are really annoying because their main attack can be very hard to see coming. They shoot out a long-range electric shock from their fingertips, but it's hard to scout the attack. Your best bet is to dodge roll practically nonstop when fighting them. First, use your Hot Boner bombs to destroy the six generators in the room, which leaves the Shock Demons vulnerable. Then back WAYYYY up before planting them with a Hot Boner bomb: the attack is an instant kill, but they release a huge electrical shockwave when killed. Once the pair of Shock Demons are fried, pick up the two tequilas on the far end of the room near the vending machine and the Teether ammo not too far from there. Go through the door on the right and take another tequila plus some Skullfest 9000 ammunition before heading up the stairs past One-eyed William. A number of demons appear on the second floor. First, light the lantern hanging from the ceiling to help shed some light on the room, then start huntin' demons. An interesting tidbit: there are signs on each of the floors here that correspond with the nine levels of hell. Up on the third floor, kick down the weakened bookcases and read the sign on the wall before continuing through the door. This is what the library looks like: a rectangular room with four bookshelves on each side of the room (labeled 1 through 8). For this next challenge, you must rearrange the bookcases with your Light Shot in order to escape the library. The evil opera singer Justine is seen beckoning at you from a distance while you do this. Here's how to start: * move shelf #8 to the left * move shelf #8 up * move shelf #8 to the right * move shelf #8 down * move shelf #7 to the left * move shelf #7 down * move shelf #3 to the right * move shelf #2 to the right * move shelf #2 down * move shelf #1 to the right * move shelf #1 down .-------------------------------. .-------------------------------. | | | | |-------. .-------| | .-------| | 1 | | 5 | | | 5 | |-------' '-------| | |-------| |-------. .-------| | | 6 | | 2 | | 6 | | .-------+-------| |-------' '-------| ----> | | 1 | 3 | |-------. .-------| | |-------+-------| | 3 | | 7 | | | 2 | | |-------' '-------| |-------.-------+-------| | |-------. .-------| | 4 | 7 | 8 | | | 4 | | 8 | |-------'-------'-------' | |-------' .-------. '-------| | .-------. | | | START | | | | START | | '-----------'-------'-----------' '-----------'-------'-----------' So by the time you are finished, the library layout should look more like the diagram on the right. The ASCII maps aren't perfect, but they should help. Now you can continue through the door. Pass the checkpoint and enter the darkness. There are no soul boosters, so try and hurry through the library as you weave between bookshelves. Look on the walls and ceiling for dark cores; there are three in total that reign over the darkness vines in the next room. Make sure to hit all three before you use a Light Shot on the goat lamp in here. -> RED GEM 21 Don't leave just yet! Even after hitting all three dark cores, walk past the goat lamp back into the darkness and investigate the far side of the room, where you'll locate a tequila and a Red Gem. Return to the side of the room where you started and take the back exit to reach the door. Continue Johnson's story by inspecting the sign. Head down the staircase and enter the darkness once more, but this time shoot the goat lamp right away. Some Normal Demons enter the fray, so finish them off until an Armored Demon strolls in. Take it down with the Skullfest 9000 and take the ammo cases strewn around, waiting for another batch of baddies (including a Cyber Demon). Once the coast is clear, open the door to reach the bridge you constructed. First, pick up the Skullfest 9000 ammo behind you before crossing the bridge to the other side. Unfortunately, Justine seals off the exits and sicks two Shock Demons on you before you get get across. From the bridge, destroy the generators lining the balconies while you avoid the Shock Demon's attacks. Once they are weakened, finish them off with the Teethgrinder (remember, stay away from their suicide explosion). In the next room (we're down to the seventh circle already!), various demon types will enter the room. Mainly Imp Demons that try and cloud the two goat lamps, but you'll also encounter one or two Blade Demons and some Normal Demons. There is plenty of ammo for your three guns, so you have it pretty made here. -> RED GEM 22 Before leaving the Heresy room (look for the sign marked the "sixth circle of hell"), look in the back corner across from the exit door to spot the Red Gem. Shoot open the box underneath the stairs for a bunch of hot sakes, then head up to the next floor. Next, approach the book near the balcony and have a nice read. When you are ready for some action, start walking through the labyrinth of bookcases. When you reach the first cracked wall, destroy it with a Hot Boner bomb to find some ammo. Continue through the maze. -> RED GEM 23 When you reach the second cracked wall, use a Hot Boner bomb to get through and rip through the collection of crates with your Teether Grinder to reveal Teethgrinder ammo, two hot sakes, and a Red Gem behind them all. Continue through the room to come to a third cracked wall and some light barrels. Do not break the light barrels and investigate the dead end, otherwise a cutscene will start up and you'll miss out on some Red Gems. -> RED GEM 24 At the third cracked wall, tear it down and shred the boxes apart. A Red Gem will be left behind. Now turn around and shoot the two light barrels, then pick up the Skullfest 9000 ammo and wait for the cutscene to begin. Justine's arrival causes you to spill back down to the library entrance and the final Sister Grim makes her grand arrival. O=========================== BOSS: GILTINE GRIM ============================O Like the storybook said, Giltine is the eldest and the wisest of the three sisters. As you can see, she came prepared for this fight. This battle is fought differently than the first two sisters, so you will have to adopt an entirely new strategy in order to bring her down. Giltine Grim has two attacks involving her deadly weapon. First, she throws scythe projectiles at you that are larger and much more powerful than the ones her siblings used. Still, avoid them the same way by rolling to the side. The boss can also conjure up multiple guillotines that rise over her head before each plummeting to the ground. A bit tougher to dodge, but still manageable. Her final attack involves the boss swinging forward, creating a pair of shockwaves that travel towards you. The boss wears a mask that glows bright red, meaning that is your initial target. Fire away at her headgear while watching out for her attacks; I prefer using the Hot Boner over the Teethgrinder because the Teethgrinder is not as accurate as its previous form. Once she has had enough abuse, Giltine covers the library in darkness. First, hit her with a Light Shot to expose the core in her stomach and stay in the darkness. Aim for her weak point and fire away with your Hot Boner. Several Dark Demons are spawned in the darkness and can be a real hassle, but you'll have to ignore them since you cannot kill them in this state. If your health is getting too low and you're getting annoyed by the Dark Demons, shoot the goat lamp about the boss to restart everything. Shoot the Dark Demons, then resume fighting Giltine by shooting her mask. However, the boss will turn the lights back on when she sustains enough damage, so try not to shoot the goat lamp and pound down drinks if you ever get low on health. Stick with it! You should have plenty of tequilas at this point in the game (and although there is a vending machine in the corner, you sadly cannot use it during the fight), so stay in the darkness and continue hammering on her core with your Hot Boner or Teethgrinder. Like in all boss fights, there is an ample supply of ammunition for your three guns. After four or so rounds of this, you will come out victorious. O===========================================================================O Pick up the Blue Gem to upgrade your Teethgrinder to the Dentist. You can now target multiple enemies while firing with this gun. The camera zoom out to show you an unlocked door nearby. Down in the basement, you see Justine taking Paula with her. To reach them, you'll have to get through a baby door. Unfortunately, the brain in front of you is just out of reach, forcing you to take the long route. Go around the corner for a neat Ghostbusters reference, then wait for the sushi lamp to approach you. As always, light up the sushi lamp and stay close as he wanders throughout the library like a lost soul. After a few cheap scares, demons finally start showing up. Use your Skullfest 9000 to keep the Masked Demons at bay and switch over to the Hot Boner any time a Cyber Demon is seen strolling around. Since the library basement is covered in shadows, it can be difficult spotting your targets. Wait for them to come to you and unload with the Skullfest 9000. When the sushi lamp reaches a gate, it calmly sits back and waits for the gate to open. Of course, the gate takes ages to open and you must defend your post from more enemies until you can walk through. More Normal Demons, Masked Demons, and a few more Cyber Demons here and there. There are a few light barrels and some various ammo types to help your cause. -> RED GEM 25 Once the gate is open and the demon flow has dried up, stay in the area and walk around; you should be fine leaving the sushi lamp's side since there are no enemies left. From inside the dark room, walk to the right and turn around to find yourself in one long corridor - you can see the glimmer of the gem in the distance from here. Sprint down to the end and grab it. Leave the sushi lamp behind as you pass through the gate. Checkpoint time! At the fork, head to your left to spot the brain at the end of the long hallway. As you run down to get it, check the alcoves on the right for the Dentist ammo and a tequila. In the meantime, Imp Demons crawl out of the bloody piles at the end of these alcoves. Quickly grab the brain and return to the fork. Stop by at Christopher's pad before opening the baby door to pick up any resources. Otherwise, fork the brain over and enter the darkness. The light at the end of the tunnel is calling for you... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 4-4: Great Demon World Forest [0344] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Time for more side-scrolling fun! As enemies jump out of bushes and leap from the skies, float around them and grab all the White Gems. There will be trees that you must chop down in order to progress, so shoot down any hunky tree trunk that stands in your way. Pesky Imp Demons crawl around the forest floor and are generally a bigger pain than the Normal Demons. However, there are some Hot Boner upgrades that you can use to drop bombs on their asses. When you reach the first checkpoint, you should have amassed a total of 14 White Gems. After the checkpoint, start by shooting all the goat lamps to create a safe path onward. The next part is a little fast-paced with rows of goat lamps as the screen starts to scroll a bit faster. Fortunately, there are some Hot Boner upgrades to help cut down the trees between the lamps. You should have 28 White Gems by the time you reach the second checkpoint. Grab the alcohol for a health boost as you reach a row of four trees. If that wasn't bad enough, corpses and demons all lie in front of the first tree to create a barricade. Quickly Light Shot the two goat lamps and the Dark Demons, then pick up the Teether and mow through the rest of the enemies and the trees. Continue forward, where you'll find the remaining White Gems in a heart decoration. -> RED GEM 26 Collect all 50 White Gems in the level to receive a Red Gem when you reach the level's end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 4-5: Suburban Nightmares [0345] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Walk through the cavern, collecting the ammunition from inside the boxes, then open up the gate to the next area. When a group of Normal Demons drops in, take out the Dentist. The gun can target multiple enemies; while aiming, wait for the white targets to turn red before firing to unleash hell on them. There is a network of bridges that all lead to small islands, with one of them leading to the path ahead. Crow Demons are found on the bridges and the islands as they attack from their perches. Use the Dentist and lock onto as many targets as you can before raining down on them. Search the islands for barrels containing hot sake and ammo, then continue down the trail. When you come to the guts wall, use seven Hot Boner bombs to rip it to shreds and proceed towards One-eyed William. More Crow Demons up ahead, so fire up the Dentist. -> RED GEM 27 When you reach the second guts wall, cross the bridge to the left of it, destroy the Crow Demon at the end, and break open the barrel to locate a Red Gem inside. Once through the guts wall, head down the stairs into the cave. Light Shot the sushi lamp and follow him to the end of the cave, even though there are no demons present. Garcia and Johnson close in on Fleming's "front yard" once outside of the cavern. Straight ahead is a baby door that hinders your progress, but head up that way to find some Dentist ammo in the barrels. Walk up to the checkpoint and activate it; just after, an Armadillo Demon rolls into the area. As their name implies, the Armadillo Demon can curl up into a ball and roll around like a pinball. Stand in the corner to the left of the house, up against a wall. When the Armadillo Demon rolls into an immovable object such as a tombstone or wall, it flips over on its back. Shoot the red core on the demon's belly to win the fight. Go inside the house to find a Normal Demon trying to pillage the vending machine. Put an end to the crazy antics, then pick up some drinks of your own if you're feeling thirsty. Back outside, kick down the glowing section of the fence for another checkpoint. This next area is tricky. There are some darkness vines and three dark cores, but they are all slightly out of reach. A corpse lies in the center of the yard which eventually spawns Dark Demons, and just past the corpse is a fireworks launcher behind a breakable fence. Head to the fireworks launcher and kick down the fence, then kill the Armored Demon before the darkness appear. When the darkness kicks in, follow the red lines to find the source of the dark cores. One is on the side of a house near the fireworks launcher; it can be hit from this main location. With one of the three down, return to the fireworks launcher and activate it. -> RED GEM 28 There is a cracked wall directly to the left of the fireworks launcher. At any point during this lil' challenge, destroy the wall to find a Red Gem inside. With the lights still on, go up the ramp past the fireworks launcher and stand near the hut. Wait for the lights to go out and you'll be able to see another dark core on the other side of the catwalk. Shoot it and stay on the catwalk; proceed along to find another fireworks launcher, which is helpful now that you don't have to trek all the way to the bottom to light the place up. Use it and continue to the end of the catwalk. Look around and wait for the darkness to creep in, which helps you locate the third dark core around here. The darkness vines dissolve once all three dark cores have been broken. Now return to the bottom, turn on the lights once more if necessary, and go through the door to find a darkness hand on the other side. Once that's out of the way, the area becomes darkness-free. If you want, you can return to the previous area and break open the barrels and crates for some ammo and hot sakes. Christopher is living inside the flowery house behind the darkness hand, so feel free to stop by. The abandoned shack on the side of the road contains some ammo as well. Otherwise, follow the road past the two houses as you catch a glimpse of Justine and Paula. There's a gate immediately to your left; ignore it. Walk past the church that the two gals went inside and follow the trail. There is a baby door in the corner that's craving an eyeball. We do not have such a delicacy, so continue past it to end up behind Christopher's house. -> RED GEM 29 There's a small shack behind Christopher's house that is covered with darkness vines. First, destroy the nearby guts wall to enter a darkness- filled cave. Shoot the two dark cores inside, then turn around and get the one on the roof of Christopher's house. With the darkness vines gone, you can access the shack to receive a Red Gem. Now return to the gate near the church and waltz through. As you journey through the cemetery, Normal Demons and Masked Demons rise up from the ground. Take care of them, then do the same with the trio of Crow Demons that are found at the top of the hill. Head up there yourself and use your Hot Boner bombs on the guts wall. There is a small temple on the other side of the guts wall, and the strawberry here is being protected by two Armadillo Demons. Due to the close quarters of this battle, it is extremely easy to flip the Armadillo Demons on their back. Several Skullfest 9000 shots later, and the strawberry is ripe for the picking. With that, the game's camera zooms out to remind you of the doors you have yet to explore: there's one just down the hill and don't forget about the baby door at the entrance to the village. Open the gate closest to you to reach the doorstep of the church. Shoot the barrel open for a tequila and inspect the baby door. This thing wants a brain, not a strawberry! Dang thing. You must hoof it all the way back to the first baby door in the village entrance. If it's any consolation, there are only three enemies that bother you turing the trip back. Feed the baby door the strawberry and collect the eyeball inside. Shoot the barrels for some hot sake and check out the book resting on the pedestal for some Justine backstory. Outside, a Buzzsaw Demon bursts onto the scene, though he is no match for your suped-up weapons. On the bright side, the demon created a shortcut leading straight to the church. Since you still don't have a brain yet, use the eyeball on the baby door to the right of the church. The brain is snatched out of sight as you are forced to fight for it. Waves of demons will attack, so roll around the arena while you mow them all down. Aside from a single Armored Demon at the beginning, you'll be fighting Normal Demons, Masked Demons, and eventually Dark Demons. The Dentist seems to work best in this situation, but tackle this challenge however you want. With the brain in hand, finally open the church's front door and go inside. The level exit is coated with darkness vines. After the cinema, look around the church for the four darkness cores. The cores are hidden behind stained glass windows, so shoot the windows out to reveal the cores. Once you've trimmed the demon pubes, make a beeline for the exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 4-6: Justine For All [0346] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Third time's the charm? This is the third and final side-scrolling level. Boos for some, cheers for others (like myself). It's more or less the same as the other two, so you should need little guidance here. As you fly through the canyon, Justine follows you atop a fluffy cloud. Don't worry about her for now and focus on the goat lamps and White Gems. If you have 12 White Gems at the first checkpoint, you are right on track. In the next area, the skies become very cloudy. Unlike normal clouds, they are too dense for you to pass though, so you must maneuver around them instead. An annoying area due to the tight squeezes and the demons strolling around, plus Justine floating around is a pain and can damage you if you two collide. There are different routes to take, but I try to stay near the middle so you can deviate if you see White Gems pop up in another location. It may take a couple deaths/retries if you are trying to go for all the White Gems, but once you've done it once or twice over it isn't so bad. By the time you get to the second checkpoint, you should have 20 White Gems. The two enemies ahead each drop an upgrade: the demon on top leaves behind a Teether while the dude on the bottom drops a Hot Boner. Pick whichever one you like. Demons leap from the bottom of the screen like Cheep-Cheeps and cause some chaos in the area. I suggest avoiding them rather than shooting each and every one, but that's just me. The corpses hanging from the ceiling each drop Hot Boners that come in handy when clearing sections out for yourself. When you reach the other side of the canyon, pick up the Hot Boner and wreak havoc on the synchronized demon jumpers ahead. At the third checkpoint, check and see if you have 38 White Gems. Yes? Good. The rest of 'em are just on the other side of the checkpoint. Three more up ahead brings your total count to 41, and a boss fight interrupts your flight. O============================== BOSS: JUSTINE ==============================O It's kinda lame that we are fighting the chapter VIP in a 2D side-scroller level; makes it a tad anticlimactic. Justine has seemingly hopped inside a huge mechanical version of herself, complete with protective gas mask and cannons on both her arms and back. Justine attacks by shooting green fireballs from these cannons. The cannons on her back cause fireballs to rain down from the skies, while the ones on her arms shoot fireballs in an arc. Frankly, I completed the entire boss fight practically without a scratch on me by hugging the left side of the screen. Your gun can shoot through the fireballs, so if any get too close just blast it away. Target the three red cores on the boss's gas mask. Her head moves up and down a bit during attacks, but for the most part you can stay on the opposite side of the arena and still have an easy time targeting her. Once the three cores are destroyed, Justine's gas mask starts sparkling - this is your cue to begin using Light Shots. Hold down that Right Bumper until the mask eventually falls off. Now all you have to do is resume firing normal bullets at Justine's face. Again, you barely have to move at all since your target is so big, so stay in the upper left-hand corner of the screen and go to town. Drinks spawn in the arena from time to time, but I doubt you'll need even one. Unfortunately, this fool-proof tactic doesn't last long in this stage of the fight: Justine slowly rumbles towards you and captures you. For the remainder of the fight you will be trapped in her iron grip. Still fire away at her face and any incoming fireballs and pause when she starts flailing you around like a ragdoll. The attack doesn't hurt you, rather just puts you in an odd predicament. Remember that you can move the Right Analog Stick to rotate your arm and fire in different angles. However, the boss will eventually throw you at the left side of the screen, damaging you slightly. This allows you to resume your old strategy of hiding in the corner like a pansy and pestering the boss. Late in the fight, weapon upgrades may also spawn, so make sure to venture out in the open and pick them up to help hasten the battle. O===========================================================================O You receive the last few White Gems as a reward, plus a Blue Gem for knocking Justine down a peg. Whoopee! -> RED GEM 30 Collect all 50 White Gems in the level to receive a Red Gem when you reach the level's end. Your Skullfest 9000 is upgraded (once again) to the Skullblaster! You can now fire a huge bowling ball bomb. While aiming, hold down the Right Trigger to charge the gun up to create a huge Skullblaster bomb that can crush anything in its path. ============================================================================== CHAPTER 5 [0350] ============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 5-1: Twelve Feet Under [0351] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The gang discovers an underground passage leading into Fleming's castle. Too bad this little shortcut takes you through the perilous catacombs. Head past the baby door at the start of the act and approach the corpses ahead as you see some disturbance in the ground below you. Take the Skullblaster ammo from the crate on your left and walk down the catacomb passage. There is a strange room up ahead containing darkness vines and a dark core behind odd green force fields. If you approach the three cages on the side, one of the prisoners comes alive. One demon reanimates and breaks free from its chamber. This is the Generator Demon. Generator Demons are basically walking transformers. Unlike Shock Demons, who leech off of nearby generators, the Generator Demon has one built into its armor! These baddies also have giant pincer hands that can deliver devastating hits if you aren't careful. If a Generator Demon grabs you, follow the button commands onscreen to free yourself, otherwise you are basically killed in one hit. Honestly, I don't really know how the button prompts work. They move too fast and leave no room for error. Basically stay the hell away from this guy. In order to beat it, target the red pieces of the generator on its back. Like all heavily armored demons, stick with Hot Boner bombs. Just like the Shock Demons from before, Generator Demons like to go out with a bang! -> RED GEM 31 After killing the first Generator Demon, smash the barrel next to the open prison cell to receive a Red Gem. Pick up the eyeball and the treasure trove of White Gems the demon leaves behind before returning to the baby door at the level entrance (you get a checkpoint along the way). Kill the demons in the way, open the baby door, shoot open the meat gate, then get ready for a fight against an Armadillo Demon. Once it's toast, claim the strawberry as yours. You can give this strawberry to the baby door back where you encountered the Generator Demon. Lucky for you, the remaining Generator Demons stay dead and you are forced to battle two Armadillo Demons instead. Fair trade-off. Next, open up the baby door and get ready to enter the darkness. The lone dark core is behind a low wall, so you cannot climb over it or shoot through the force fields. The only way to destroy it is to launch something explosive into the square pen... which is exactly where the Skullblaster comes in handy. Charge up a Skullblaster shot and wait for all four skulls to appear on the front of the gun. Shoot the Skullblaster bomb over the force fields and jump into the darkness; you must stand in the darkness when the bomb detonates. Now head through the new door for a checkpoint as you see Justine drag Paula away. Didn't we put a stop to that wacky woman?! Naturally, they go through a baby door so it'll be a little while before you can catch up to them. On your left is a vending machine and to the right is a staircase. Descend the stairs into a circular chamber. A Buzzsaw Demon leaps into the room; I find that the Dentist works best on these monsters. You are rewarded with an eyeball, which can be used on the baby door back near the vending machine - not the one in this room. It's never that easy, is it? -> RED GEM 32 Enter the alcove where the Buzzsaw Demon came out of and destroy the crate on top of the coffins; there is a Red Gem inside. Backtrack up the stairs to the first baby door and open it. Shoot the goat lamp inside the darkness to turn on the lights on, as you find yourself in an old-fashioned bowling alley! In order to win a brain needed for the other baby door, you must play a game of "bowling for uglies", or "bowling" for short. Yeah, that game. As the pun-tastic sign on the wall describes, you must get a strike (knock down all pins/dismembered bodies). There is a bottomless chest os Skullblaster ammo in this room, so you essentially have unlimited tries without penalty... though Paula's dismembered head rolls out of the ball chute every time you mess up! Charge up a Skullblaster bomb and let 'er rip, sending the bomb down the lane and towards the "pins". It's hard to aim due to the bright lights, but try to roll the bomb directly to the side of the center pin. Once the brain is yours, head back to where you killed the Busszaw Demon and fight the wave of regular demons in its place. You begin a good, old-fashioned chase scene through the door! Don't you just LOVE these? Run through the catacombs and use the light barrels to clear out the barricades. If Paula gets too close... shoot her with your Light Shot! Why am I just figuring that out now... Escape through the gate and say hi to One-eyed William. Take the two tequilas here enter the room ahead. This place is... busy, to say the least. The area consists of a narrow walkway with some alcoves on the far side of wall. These alcoves house generators used by Shock Demons, so they'll ultimately need to be destroyed. There is also a goat lamp at the end of the walkway, and an obnoxious Imp Demon spends its time corroding it. For starters, take out the Imp Demon so the room is devoid of darkness. That way you can actually clear everyone out. Normal Demons jump out of the pits alongside the walkway, so as you blow up generators take the time to kill them as well. There are two Shock Demons and about eight generators, so use the pillars as cover and blast them, one by one. Once all the demons have been eradicated, escape the room. Take the tequila from the barrel along the way and enter the darkness. As soon as you step in, turn around and hit the dark core on the wall. A blindness hand is found near a flight of stairs - blindness hands cover up goat lamps and prevent you from using them. You must destroy the six dark cores providing energy to the blindness hand; you just took out one of them. Have your drinks in hand as you enter the darkness again and head down the staircase. There are five doors in this chamber, but four of them are covered in darkness vines. Enter the only door available and shoot the dark core. The door next to you is now open, so go in and take down the core here as well. The third door is behind you and is a bit bigger. There is a patch of light on the side of the room if you need a breather (plus there's a hot sake inside). If any Dark Demons follow you, step into the light and slay them. Like before, you must fire a Skullblaster bomb over the fence and blow up the dark core; remember to stand in the darkness when the bomb goes off. -> RED GEM 33 Here in the third room, once you have destroyed the darkness core, shoot the lone barrel lying in the darkness to free a Red Gem. Head back through the door and now enter the fourth room: tequila and a dark core inside. The fifth room houses the last dark core, but it is more durable than the others due to the fleshy growth coming out of it. Hit it a few times with your Hot Boner to destroy the blindness hand. Now run up and use a Light Shot on the goat lamp. Rejoice! Heal up if necessary and head down the hallway across from the goat lamp. Take the Hot Boner and Dentist ammo in the corridor and have a chat with Christopher. Take the door down to another blindness hand. Before you can ponder the situation, a Cyclops Demon comes bursting through a wall. Battling a baddy this size can be tricky in the cramped confines of the room, but you should have no trouble if you have an almost fully upgraded Dentist. You do have a more long-winded option involving the blindness hand and the caged Imp Demon. If you so desire, you can destroy the blindness hand and then release the Imp Demon, which creates darkness and instantly kills the Cyclops Demon. But like I said, the fight isn't hard if you've been upgrading your guns. Return to Christopher to find out that the door next to him is now open. Crazy Paula resides here, so get ready to dodge her attempted smooch. Unlike the other chase sequences, you aren't running down a long hall, but rather a small square room. Utilize your Light Shot and stun her whenever she gets too close. Snag the strawberry at the back end of the room and return to the previous area. Use the strawberry on the baby door near the Imp Demon cage. With a brain in hand, you must return to crazy Paula's den, though you will be pleasantly surprised to find out that she left. Open the baby door using the brain and hightail it outta the catacombs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 5-2: Different Perspectives [0352] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Open the double doors at the top of the staircase. Deja vu? Well, not quite. An army of demons are waiting for you on the other side of the doors, so get your big guns out. It's demon-mania out here in the courtyard! Things start off with two Cyber Demons and a handful of Normal Demons. There are some light barrels that you can use to help chip away their armor, but otherwise stick with the Hot Boner bombs. The skirmish continues when two Armadillo Demons enter the fray. Fend them off one at a time until they're both toast. The battle concludes with two Generator Demons. This can get nasty, but you fortunately have plenty of room to work with. Use up the remaining light barrels and have at them with Hot Boner bombs. One the coast is clear, search the courtyard for ammunition and open the front door to the castle. Oh hey look, it's the fourth wall being broken. No big deal. The room ahead looks hella confusing, but it actually isn't as bad as it is portrayed. You have the power to change the conformity of the room by interacting with the guardian stones strewn throughout. The first one is smack dab in front of you, so press X to shove Johnson down its throat. When controlling the control box, you can rotate the camera with the Right Analog Stick so you have a better view of the vicinity. Use the Left Analog Stick to turn the glowing blocks. Not only can you turn the blocks, but you can rotate them as well. If you need some ammo, turn the block so it creates a bridge to the island across from you. Otherwise, rotate the block so it forms a "T" intersection, giving you access to the island with the second control block. -> RED GEM 34 In the "Moor Pu Dekuf". At the first control box, rotate the block so it forms a "T" intersection. The Red Gem should be floating in the center, so you can walk across and claim it. At the second control box, you are operating a staircase. Flip it upside-down so it is in the correct position, then return to the first control box and climb the stairs. At the top, you get a checkpoint as a door slams shut behind you. This is a place only M.C. Escher could love. Use your Dentist to lock onto the surrounding Crow Demons and let them have it, then have a look around. Believe me, it looks more confusing than it actually is. Head down the flight of stairs and inspect the third control box. Flip the block upwards until the goat lamp is facing you (make sure the lamp is right-side up), then give it a Light Shot. Now that the darkness is gone, use the same control box to rotate the block so the goat lamp is facing to the left and a staircase is in front of you. Go up the stairs and take the tequila at the top of the structure before exiting through the gate for another checkpoint. Unsurprisingly, said gate closes behind you. For this first part, sit around and let the demons come to you. Exterminate the Normal Demons that charge you and use the Dentist on the Crow Demons who sit atop their pedestals. Once things die down, check out the two control boxes. Use the rightmost one to rotate the block. Make sure that the end of the block is facing the closed gate and is forming a "Z". While you tinker around with the first block, a Cyber Demon begins stomping your way. Finish it off and resume rotating the block until it's in place. Now use the other control box to rotate the second block piece so it is also in a "Z" shape, connected to the previous block and creating a bridge. The gate opens up when you have it right. Fight the Normal Demons and Armored Demon as you cross the bridge. When darkness shows up, turn around and face the spinning cube high in the air. Wait until the goat lamp is in sight before shooting it. Finish off the enemies and the gate at the end of the bridge opens. -> RED GEM 35 After the gate opens, go down the stairs to the right of the gate. You can find a Red Gem and an absinthe in a small nook. -> RED GEM 36 Immediately after obtaining the previous Red Gem, continue down the flight of stairs to reach another Red Gem at a dead end. Once you have these two Red Gems, return to the gate. At the top of the stairs is one final control box. The block you are controlling is pretty big. Rotate it so the staircase is facing the platform you're on, allowing you to go down the stairs. There is a control box on this movable block, so descend the steps to the control box. -> RED GEM 37 The Red Gem is on one of the sides of the giant block at the sixth control box. Simply shift and rotate it until the Red Gem is within reach, then walk across the block to get it. When you reach the control box, darkness appears. You must hurry and hop on the control box, then rotate the block in front of you so the goat lamp is right-side up. Then shoot the lamp to dispel the darkness and go back to rotating the block. Make sure that the ends of the block are connecting the two bridges in the distance. Afterwards, return to the previous control box at the top of the stairs to rotate the block you were just on. Spin it around so there is a direct bridge leading straight across, then walk straight ahead and down the stairs. The block with the goat head should be in place, taking you to the exit. Talk to Christopher here - it's the last time you two will cross paths! Pick up any more Red Gems and other necessities before escaping this realm. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 5-3: The Castle of Hassle [0353] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Fleming's headquarters is almost in reach! Proceed through the doorway into the hall. I'm watching youuuuu... Blow up the cracked walls in the way until you reach a checkpoint and a door. Inside, exterminate the Dark Demons and then the two Cyber Demons before leaving through the door. Continue up the long spiral staircase into a patch of darkness. Hustle to the end of the bridge as Fleming taunts you. Through the other side, you are greeted by neon signs. Skullblaster Pachinko! If you are not familiar with pachinko, you drop a ball at the top of a board; the ball bounces off the pegs in the board, which eventually guides it to the bottom of the board (where there's prizes 'n stuff). In this demonic version, there are two dark cores at the bottom of the pachinko board. Lob a Skullblaster bomb in the slot at the top of the board and hope for the best. Back away into the pillar of darkness as the ball plummets to the bottom and hope that one of the two dark cores is caught in the ensuing explosion. Like with the bowling activity a while back, you have an endless supply of Skullblaster ammunition. Once both dark cores are reduced to rubble, the exit opens for you. However, don't step away from the game just yet! -> RED GEM 38 Aside from the dark cores, there are also two demons in the Skullblaster Pachinko board. If you annihilate them both with Skullblaster bombs, you are rewarded with a Red Gem. Shoot open the meat gate and exit the game room into the darkness. Fleming is getting closer and closer... run down the path until a bright light envelops you. Garcia and Johnson end up in a creepy room. Blast the two crates for a hot sake and tequila before climbing up the bone staircase. -> RED GEM 39 After climbing the bone staircase, shoot open the barrel in the corner to receive a Red Gem. At the top of the spiral staircase is a chamber littered with TV screens and other electronics, and one Generator Demon smack dab in the center. Killing it short-circuits all the electronics and blows a hole in the wall. Proceed through. The maze up ahead presents you with three available options. Right off the bat, take the center doorway. It leads you to an odd garden with... Suda flowers?! You are presented with another fork here in the garden. -> RED GEM 40 When in the garden with the creepy face flowers, take the left doorway to enter a slaughterhouse with dead bodies hanging from the ceiling. Defeat the Imp Demons and Normal Demons inside, then smash the barrel in the corner for the Red Gem. Leaving the slaughterhouse (or taking the other path in the garden) takes you back to the start of the maze. Now take the left doorway. It leads you to a gruesome room containg a handful of Normal Demons. Finish them off, then make a left at the intersection (going to the right brings you back to the maze entrance) to find a tequila. If I am not mistaken, you loop through the first time, so it's actually two lefts. From the start of the maze, enter the right doorway. You end up inside another slaughterhouse with a few demons on your tail. Up ahead is a three-way fork. Don't bother exploring the left or right paths, since they both lead nowhere. Continue straight ahead to reach a large cage containing a strawberry; the cage rises once the enemies inside have been decimated. - Side note: I have been experiencing a lot of glitches in this game regarding Red Gems; mainly ones in barrels that simply aren't appearing. I also had an issue in the pachinko game where the Red Gem didn't appear after blasting the two demons. Yet I found a Red Gem in this location, inside one of the barrels. There have been no other claims of a Red Gem being in this area. Maybe the game is compensating for the earlier loss? I'm not sure. This game is really odd when it comes to Red Gems. Leaving the room brings you back to the start of the maze, where you can use the strawberry on the baby door. After being treated to maniacal laughing courtesy of Fleming, the elevator here opens. Shoot the many crates here to receive tequila and ammo for all your weapons. Now ride the elevator and get ready for the final battle! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 5-4: The Final Chapter [0354] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Fleming is waiting for you at the top of the stairs - so what are you waiting for?! O============================== BOSS: FLEMING ==============================O Fleming is one tough cookie, what with him being the Lord of the Demons and all. Get ready for a bruiser. First up: avoiding his attacks. The boss has a number of attacks that are all equally damaging, so perfect the art of dodge rolling in order to stay afloat. For starters, Fleming has a nasty laser beam that he shoots out of his head/heads. When you see him chargin' his laser, get ready to evade the blast. The boss also uses his staff to slam on the ground, creating a big shockwave that you can easily dive over. However, the most dangerous attack Fleming has at his disposal is more of a passive one than anything: he opens up his trenchcoat, revealing Paula. If you shoot Paula by accident, she is killed and the game ends as a result. I mean, the whole point of your adventure is to rescue your girlfriend, so you can't go offing her at the last minute! This is the main reason why you should be careful with the Dentist in this fight: if you lock onto Fleming and fire just as he opens his trenchcoat... there's nothing you can do. Sometimes, Fleming also utilizes the darkness to his advantage. When the castle rooftop becomes coated in darkness, look up in the air for a goat lamp. The goat lamp is swinging on a chandelier; moving targets are never fun to hit, so be patient and take good shots in order to quell the darkness and resume the fight. Really any weapon works well in this battle, so it all comes down to personal preference (and what is upgraded the most). Despite what tool you use, try to stay away from Fleming or he'll whack you with his staff. Even though it is a risky option, I like using the Dentist because it's very powerful. The key here is to not allow the gun to lock onto the boss: whenever the target reticule turns red, stop aiming and begin again to reset the reticule. That way you have a decreased chance of accidentally hitting Paula. You can hit Fleming anywhere at the start of the fight: his head, chest, extremities, you name it. Fire away at the big lug and restock your ammo using the ammo boxes on the edge of the roof. After taking enough abuse, a few cracks appear on his body; this is your cue to hit him with a Hot Boner bomb. Explosion! When the bomb goes off, Fleming splits into three pieces and begins floating around the room. One of the Fleming chunks glows red - this is the one that you can target. Switch to the Dentist for this portion due to its homing capabilities, since the body parts float around very quickly and can be hard to hit otherwise. After a while, the pieces reform and Fleming returns to his normal self. Now Fleming starts using a few new moves. He now has a more dangerous laser beam attack that encompasses a larger portion of the room. If Fleming traps himself in a green barrier, whip out the Skullblaster and fire a charged-up Skullblaster bomb in one of the barrier's openings. This will damage the boss and tear down the force field. After another round of dismemberment and reconstruction, Fleming introduces one last attack to the duel: he reveals a large dark hand that drags you into a darkness realm if you don't dodge in time. When in the darkness, go towards the three cracked walls and blast each one with Hot Boner bombs. One of them leads to the exit, so go through to return to the rooftop. Round three! Restock on ammo and go back to pummeling the boss with your goods. Rip him apart with a Hot Boner bomb for the third time, then attack the glowing body part with the Dentist. Fleming can't take any more punishment and starts to explode. Dodge the demon remains from his gullet until the chaos is over. O===========================================================================O At long last, Garcia is reunited with Paula. Wait, nevermind. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 5-5: Til Death Do Us Part [0355] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Well this is kinda... unexpected. Nevertheless, you have one more boss fight on your hands! O=============================== BOSS: PAULA ===============================O The angelic Paula hasn't taken kindly to her boyfriend's rescue attempts, so she takes out her frustration on him instead. You are trapped in a room made entirely out of baby doors. Seriously, they line the walls. Only one of the many baby door is craving the eyeball at the center of the room, so take the item and inspect each door until you find the right suitor. Paula has a few attacks at her disposal: she can flap her wings and smack you if you're too close or shoot out gooey red blobs if you are too far away. She can shoot miniature tornadoes at you, which spins Garcia around and can disorient you. Also, her ground quake move is a tough one to dodge. All you can do is dodge roll for these attacks and you should be fine. With the one baby door open, you can direct your attention to the boss. Two of her six wings glow red, so these are your main targets. Paula is very fast and doesn't stand still at all, so the Dentist is the choice to go here. Lock onto her two bottom wings and simply hold down the Right Trigger. She can take a lot of abuse, but there's no escaping the Dentist. Paula will also crap out a Dark Demon from time to time; these fellas are useful in that they drop ammo when killed. When you have dismantled the two bottom wings, the next stage of the fight begins in a new area. Paula's four other wings now glow red and are all viable targets. The action takes place in a hallway, where a wall of darkness slowly moves behind you. You must keep pace with Paula or else you will be lost in the darkness. She uses the same attacks and doesn't develop any new ones, so there's that; one minor difference is that she deploys Blade Demons instead of regular Dark Demons. As you know, Blade Demons are faster and tougher than Dark Demons. Slowly walk forward with the Dentist in hand as you lock onto Paula's four wings. Keep on firing as you strut towards her and don't let up until the darkness gets too close or a Blade Demon drops down. From there, switch over to the Skullblaster to take out the demon lackey. Various ammo and the occasioinal tequila litter the hallway, so make sure to pick them up along the way. This is an interesting boss fight, but the sheer firepower of the Dentist will prove too much for Paula. O===========================================================================O Okay, NOW the game is finally over. A fitting and touching end, really. In more ways than one. Oh, and check out the end of the credits - it is pretty funny. ______________________________________________________________________________ [4] RED GEMS [0400] ______________________________________________________________________________ There are 80 total Red Gems in the game. Here's the twist: you only find 40 of them throughout the game; the other half must be bought using White Gems. So if you want to fully upgrade your arsenal and earn the "High in Las Vegas" Achievement, you must do your fair share of collecting as well as saving up a LOT of cash to buy the rest. In fact, it is very difficult/near impossible to have enough White Gems by the end of the game for all 40 Red Gems. You pretty much cannot buy any ammo or drinks throughout the entire game and conserve virtually all your money for Red Gems. Red Gems cost less on Lemon Hunter, so if you are going for just the Achievement you might want to try playing through on Lemon Hunter. Here is a list of all the available upgrades: .-------------------.-------------------.-------------------. | Damage | Reload Speed | Capacity | .---------------+-------------------+-------------------+-------------------| | Boner | [ ][ ][ ][ ][ ] | [ ][ ][ ][ ][ ] | [ ][ ][ ][ ][ ] | |---------------+-------------------+-------------------+-------------------| | Teether | [ ][ ][ ][ ][ ] | [ ][ ][ ][ ][ ] | [ ][ ][ ][ ][ ] | |---------------+-------------------+-------------------+-------------------| | Monocussioner | [ ][ ][ ][ ][ ] | [ ][ ][ ][ ][ ] | [ ][ ][ ][ ][ ] | '---------------'-------------------'-------------------'-------------------' .----------------------.----------------------------------------------------. | Torch (Charge Speed) | [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ] | |----------------------+----------------------------------------------------| | Health (Max Health) | [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ] | '----------------------'----------------------------------------------------' Obviously you can make any choices you'd like pertaining to what upgrades you should take, but boosting out your max health is my personal preference. Getting as much health as you possibly can early on is a great help, as is increasing the damage of your guns. Charge speed of your torch is incredibly useless and I didn't upgrade it a single time by the end of the game. Max health and damage are the first to go, but every so often throw some Red Gems into reload speed and capacity. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 2-1: Take Me To Hell =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -> RED GEM 1 The first three Red Gems of the game are found on the other side of the fence; if you press against the fence, the Red Gems should float into your possession. -> RED GEM 2 The first three Red Gems of the game are found on the other side of the fence; if you press against the fence, the Red Gems should float into your possession. -> RED GEM 3 The first three Red Gems of the game are found on the other side of the fence; if you press against the fence, the Red Gems should float into your possession. -> RED GEM 4 In the area past the courtyard, defeat the Dark Demons and remove the darkness from the area. Before heading through the gate on the left, search the back end of the area to find a Red Gem underneath an archway. -> RED GEM 5 After collecing the strawberry inside the shack, go back up the stairs and use it on the baby door to find a Red Gem inside. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 2-3: What a Wonderful World =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -> RED GEM 6 At the intersection, walk to the right to find a Red Gem on the front porch of the house. -> RED GEM 7 Collect all the White Gems in the belltower while riding the chandelier; you must get them all before you reach the top of the tower. -> RED GEM 8 Collect all nine demons in the belltower while riding the chandelier; you you must kill all nine before you reach the top of the tower. -> RED GEM 9 Collect all nine demons in the belltower while riding the chandelier; you you must kill all nine before you reach the top of the tower. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 3-1: It's a Bughunt =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -> RED GEM 10 There is a Red Gem inside the flower patch behind and to the left of Christopher. While you cannot go into the flowers, approaching the stone fence should cause the gem to float towards you. -> RED GEM 11 After collecting the strawberry in the sewers, continue down the corridor to a dead end. A Red Gem is found next to some crates. -> RED GEM 12 When you reach the first guts wall, focus on the smaller one on the right. Charge up your Hot Boner (LT + RB) and release a shot. Now shoot the Hot Boner shot to create an explosion, taking down the wall. Behind the guts wall on the right is a Red Gem. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 3-2: My Dying Concubine =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -> RED GEM 13 Go to the left of the campfire and destroy the fallen tree with a Hot Boner bomb. Continue up and use more Hot Boner bombs to take down the guts wall, revealing an absinthe, Skullcussioner ammo, and a Red Gem. -> RED GEM 14 Before leaving the area with the cages, look for a small alcove across from the cage with the Imp Demon. At the end of the alcove is a Red Gem. -> RED GEM 15 On the far right side of the lake is a cracked log; use a Hot Boner bomb to tear it in half, then walk onto the coast and snag the Red Gem. -> RED GEM 16 Do not follow Paula into the cave just yet; take the path to the right of the cave entrance, then tear down the guts wall to reveal a Red Gem, along with some absinthe and a mega-sized White Gem. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 3-3: As Evil As Dead =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -> RED GEM 17 Near the start of the chase is a barrel on the right side of the trail. It isn't that difficult to spot since it kinda glows in the darkness. Make sure to shoot it open and collect the Red Gem inside. -> RED GEM 18 At the junction, ascend the stairs on the right. Collect the soul boosters along the way until you reach a Red Gem at the top. -> RED GEM 19 Continue following the sushi lamp around until it takes you over to a small shack. You cannot go inside, but there are a number of barrels surrounding the front door. Break the one on the right to find a Red Gem (the others contain ammo and a tequila). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 4-2: Great Demon World Village =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -> RED GEM 20 Collect all 50 White Gems in the level to receive a Red Gem when you reach the level's end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 4-3: Ghost Hunter =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -> RED GEM 21 Don't leave just yet! Even after hitting all three dark cores, walk past the goat lamp back into the darkness and investigate the far side of the room, where you'll locate a tequila and a Red Gem. -> RED GEM 22 Before leaving the Heresy room (look for the sign marked the "sixth circle of hell"), look in the back corner across from the exit door to spot the Red Gem. -> RED GEM 23 When you reach the second cracked wall, use a Hot Boner bomb to get through and rip through the collection of crates with your Teether Grinder to reveal Teethgrinder ammo, two hot sakes, and a Red Gem behind them all. -> RED GEM 24 At the third cracked wall, tear it down and shred the boxes apart. A Red Gem will be left behind. -> RED GEM 25 Once the gate is open and the demon flow has dried up, stay in the area and walk around; you should be fine leaving the sushi lamp's side since there are no enemies left. From inside the dark room, walk to the right and turn around to find yourself in one long corridor - you can see the glimmer of the gem in the distance from here. Sprint down to the end and grab it. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 4-4: Great Demon World Forest =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -> RED GEM 26 Collect all 50 White Gems in the level to receive a Red Gem when you reach the level's end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 4-5: Suburban Nightmares =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -> RED GEM 27 When you reach the second guts wall, cross the bridge to the left of it, destroy the Crow Demon at the end, and break open the barrel to locate a Red Gem inside. -> RED GEM 28 There is a cracked wall directly to the left of the fireworks launcher. At any point during this lil' challenge, destroy the wall to find a Red Gem inside. -> RED GEM 29 There's a small shack behind Christopher's house that is covered with darkness vines. First, destroy the nearby guts wall to enter a darkness- filled cave. Shoot the two dark cores inside, then turn around and get the one on the roof of Christopher's house. With the darkness vines gone, you can access the shack to receive a Red Gem. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 4-6: Justine For All =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -> RED GEM 30 Collect all 50 White Gems in the level to receive a Red Gem when you reach the level's end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 5-1: Twelve Feet Under =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -> RED GEM 31 After killing the first Generator Demon, smash the barrel next to the open prison cell to receive a Red Gem. -> RED GEM 32 Enter the alcove where the Buzzsaw Demon came out of and destroy the crate on top of the coffins; there is a Red Gem inside. -> RED GEM 33 Here in the third room, once you have destroyed the darkness core, shoot the lone barrel lying in the darkness to free a Red Gem. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 5-2: Different Perspectives =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -> RED GEM 34 In the "Moor Pu Dekuf". At the first control box, rotate the block so it forms a "T" intersection. The Red Gem should be floating in the center, so you can walk across and claim it. -> RED GEM 35 After the gate opens, go down the stairs to the right of the gate. You can find a Red Gem and an absinthe in a small nook. -> RED GEM 36 Immediately after obtaining the previous Red Gem, continue down the flight of stairs to reach another Red Gem at a dead end. -> RED GEM 37 The Red Gem is on one of the sides of the giant block at the sixth control box. Simply shift and rotate it until the Red Gem is within reach, then walk across the block to get it. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Act 5-3: The Castle of Hassle =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -> RED GEM 38 Aside from the dark cores, there are also two demons in the Skullblaster Pachinko board. If you annihilate them both with Skullblaster bombs, you are rewarded with a Red Gem. -> RED GEM 39 After climbing the bone staircase, shoot open the barrel in the corner to receive a Red Gem. -> RED GEM 40 When in the garden with the creepy face flowers, take the left doorway to enter a slaughterhouse with dead bodies hanging from the ceiling. Defeat the Imp Demons and Normal Demons inside, then smash the barrel in the corner for the Red Gem. ______________________________________________________________________________ [5] WEAPONS [0500] ______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Boner =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Boner is your standard pistol and likely your most used weapon in the game. It fires single rounds and is an extremely precise gun. This is the tool to use when in long-range combat or even in close quarters early in the game. An all-around good gun. -> Hot Boner Upgraded in Act 3-1, the Hot Boner allows you to produce Hot Boner bombs by holding down the Right Bumper when aiming. When fully charged, shoot a Hot Boner bomb. These bombs can stick to walls and enemies alike, where they can be shot to create a large explosion. Hot Boner bombs are used to break down guts walls and help defeat demons. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Monocussioner =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Monocussioner acts as a shotgun for Garcia. Despite being a shotgun, it has very little - if any - spray and forces you to use pinpoint accuracy when facing enemies. However, it is just as powerful as any shotgun on the market and can reduce demons to pools of blood in a single shot. It's a great gun to use in close-range situations, but be wary that it has a slow reload time. -> Skullcussioner Upgraded in Act 2-4, the Skullcussioner provides extra firepower to the Monocussioner. It offers no special qualities. -> Skullfest 9000 Upgraded in Act 3-3, the Skullfest 9000 allows you to shoot up to four rounds at once: hold down the Right Trigger while aiming to load up multiple shots. A great way to take down batches of enemies at once. -> Skullblaster Upgraded in Act 4-6, the Skullblaster ups the ante and gives you the power to transform four skulls into a massive Skullblaster bomb. While aiming, hold down the Right Trigger to create a bomb, then release to shoot it. The Skullblaster bomb rolls around before eventually detonating. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Teether =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Given to you in Act 2-2, the Teether is a heavy-duty machine gun that can tear through demons like a hot knife through butter. The Teether is another extremely accurate gun and can be used for crowd control in tough situations. The starting magazine size is respectable and allows you to shred through many enemies before you must reload. -> Teethgrinder Upgraded in Act 3-3, the Teethgrinder is a huge enhancement from the Teether. The gun develops multiple barrels and bears a strong resemblance to an octopus. The multiple gun barrels sacrifices accuracy for increased firepower. Still a fairly precise weapon, but now you can slay baddies faster than ever. -> The Dentist Upgraded in Act 4-3, the Dentist is arguably the coolest and most fun weapon to use. The Dentist keeps the tentacle barrel design of the Teethgrinder and also throws in a homing mechanism. Now when you aim, targeting reticules appear on nearby enemies. Wait for the reticule to turn red, then fire as the bullets home in on their targets. You can target up to five things at once with this bad boy! ______________________________________________________________________________ [6] ACHIEVEMENTS [0600] ______________________________________________________________________________ Here are all the achievements found in the game, in alphabetical order. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A Hole in your Head (20) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Perform 5 headshots in a row with the Big Boner =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Adios George (Beast Form) (20) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Defeat George Beast Boss =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Adios George (Human Form) (20) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Defeat George Human Boss =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- An Ordinary Life (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Story Progression in Act 1 - Chapter 1 (any difficulty setting) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Annoying Mosquito (20) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Defeat Elliot Beast Boss =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- As Evil As Dead (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Story Progression in Act 3 - Chapter 3 (any difficulty setting) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Blood On the Dance Floor (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Defeat 10 enemies with the Stomp Attack =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Cannibal Carnival (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Story Progression in Act 2 - Chapter 2 (any difficulty setting) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Demon Hunter (50) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Complete all chapters on Medium difficulty setting =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Different Perspectives (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Story Progression in Act 5 - Chapter 2 (any difficulty setting) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Don't Fear the Reaper 1 (20) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Defeat Maras Grim (Sister Grim) Boss =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Don't Fear the Reaper 2 (20) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Defeat Kauline Grim (Sister Grim) Boss =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Don't Fear the Reaper 3 (20) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Defeat Giltine Grim (Sister Grim) Boss =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Drunk in Public (10) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Knock back 3 drinks in a row =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Fiesta Caliente! (30) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Defeat 5 enemies at once using the Hot Boner =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Fire in the Hole! (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Defeat 3 enemies at once using the Barrels of Light =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Flat Lust (20) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Defeat Justine Boss =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ghost Hunter (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Story Progression in Act 4 - Chapter 3 (any difficulty setting) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Great Demon World Forest (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Story Progression in Act 4 - Chapter 4 (any difficulty setting) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Great Demon World Village (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Story Progression in Act 4 - Chapter 2 (any difficulty setting) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- High in Las Vegas (75) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Recover all available Red Gems in the game =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- I Defeated the Last Big Boss! (20) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Defeat Fleming Boss =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- It's a Bughunt (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Story Progression in Act 3 - Chapter 1 (any difficulty setting) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Justine For All (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Story Progression in Act 4 - Chapter 6 (any difficulty setting) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Legion Hunter (100) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Complete all chapters on Hard difficulty setting =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Lemon Hunter (20) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Complete all chapters on Easy difficulty setting =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Love Suicide (20) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Defeat Paula Boss =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Meatballs Lover (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Defeat 30 enemies with the Skullcussioner =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- My Dying Concubine (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Story Progression in Act 3 - Chapter 2 (any difficulty setting) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Nasty Headache (20) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Perform 5 Head Shots in a row with any weapon except Big Boner =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Now That's a Big Fuckin' Gun (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Defeat 40 enemies with the Skullfest 9000 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Orthodontic Pleasures (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Defeat 50 enemies with The Dentist =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Riders of the Lost Heart (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Story Progression in Act 2 - Chapter 4 (any difficulty setting) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Skullblaster Master (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Defeat 50 enemies with the Skullblaster =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Stingy Bastard (10) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Save more than 300 White Gems in your inventory =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Suburban Nightmares (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Story Progression in Act 4 - Chapter 5 (any difficulty setting) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Take Me To Hell (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Story Progression in Act 2 - Chapter 1 (any difficulty setting) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- That's So Hot! (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Defeat 20 enemies with the Hot Boner =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Big Boner (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Story Progression in Act 4 - Chapter 1 (any difficulty setting) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Bird's Nest (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Story Progression in Act 3 - Chapter 4 (any difficulty setting) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Castle of Hassle (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Story Progression in Act 5 - Chapter 3 (any difficulty setting) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Final Chapter (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Story Progression in Act 5 - Chapter 4 (any difficulty setting) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Orthodontist (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Defeat 30 enemies with the Teethgrinder =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Puppeteer (30) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Perform a Head Shot right after a Leg Mutilation when the enemy is flying back in the air =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Talkative One (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Defeat 20 enemies with the Teether =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Til Death Do Us Part (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Story Progression in Act 5 - Chapter 5 (any difficulty setting) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Trash'em While They're Out! (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Perform all 5 brutal kills on Normal Demons frozen by the Light Shot =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Twelve Feet Under (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Story Progression in Act 5 - Chapter 1 (any difficulty setting) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- What a Wonderful World (15) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Story Progression in Act 2 - Chapter 3 (any difficulty setting) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- You Go To Hell (5) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Start a new game for the first time. (any difficulty setting) ______________________________________________________________________________ [7] BESTIARY [0700] ______________________________________________________________________________ ============================================================================== ENEMIES [0701] ============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Normal Demon =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The game gives it away, but these guys are your run-of-the-mill demonic slaves found in virtually every level. Normal Demons are some of the weakest and most expendable demons in the game and are found either alone or in large parties. Normal Demons have a slow trot, but if they get motivated/excited they are prone to short bursts of energy. If one grabs hold, shake it off with X. Very easy enemies to kill: either go for a headshot or shoot out their legs. They come in many forms, with some having goat horns and others covered in spikes. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Dark Demon =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Dark Demons are just Normal Demons that have been exposed to the darkness. As a result, they are invulnerable to your weapons until you hit them with a Light Shot. Shoot them with a Light Shot to turn them into a Normal Demon, then resume typical battle strategies. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Masked Demon =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Some folks are smarter than your average demon and wear masks to eliminate a potential death by headshot. Therefore, aim anywhere else on the Masked Demon's body. They share the same characteristics as Normal Demons aside from their decorative headwear. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Crow Demon =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Crow Demons also wear large headgear, but it's more for offensive purposes than defensive. Their big, beaked helmets can be used to shoot bloody crows at you. Use dodge rolls to avoid the flying beasts and attack the Crow Demons anywhere but their head. Crow Demons are usually perched up in high or out of reach locations. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Buzzsaw Demon =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Buzzsaw Demon is sort of like a mini-boss that you run into several times throughout the game. It is a lot bigger than the traditional demon and has a red core on its back. You must target this weak point in order to damage and kill the demon. The Buzzsaw Demon is an in-your-face type of character that charges and slashes at you with its buzzsaw arm; roll out of the way and stun it with a Light Shot so you can get a few shots off. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Imp Demon =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- These infuriating little buggers crawl on all fours and are very skiddish. They can be hard to hit (especially headshots) due to their small frame and erradic movements. They don't attack that much and generally use their darkness breath to corrupt any lamps or goat lamps in the area. If this happens, use a Light Shot on the lamp and shoo the monsters away. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Totem Demon =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- I am pretty sure you fight these monsters only two or three times in the whole game. The Totem Demon consists of three large faces on each side of a spinning totem pole. Next to each of the faces are three red cores. The demon itself actually does very little, but the darkness it creates gives rise to Dark Demons. In order to defeat it, get up close and blast each core. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Armored Demon =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Armored Demons kinda look like Masked Demons, but with a thick pair of armor leggings and hands wrapped in spiked gloves. Their armored plating slows them down quite a bit, so you should have no trouble creating separation and avoiding all their melee attacks. Since their head and legs are off limit, aim for the Armored Demon's chest. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Cyclops Demon =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- These hulking monsters tower over most demons and can be intimidating. However, they are also blind as a bat. Cyclops Demons can't see much with their one eye and have to bend over and scan the area in order to search for their prey. They have a silly-looking charge attack, but it's no laughing matter when a Cyclops Demon picks up a tree trunk and uses it as a weapon. These monsters are tough, so stay back and aim for their glowing red eye. Use Hot Boner bombs to nail 'em right in the eyeball. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Cyber Demon =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- An upgraded version of the Armored Demons, Cyber Demons wear masks, leggings, and chestplates! How can you defeat a monster decked out with armored gear? Hot. Boner. Bombs. After about two Hot Boner bombs, the Cyber Demons will be pretty much completely naked and look more like a Normal Demon than anything remotely frightening. Hah! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Blade Demon =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Personally, Blade Demons remind me of Voldo: they wear masks, have blades on their arms and legs and have fast and random movement patterns. Blade Demons can also teleport, making them tough to scout. A good option when fighting them is to use your Monocussioner variant and wait for your target to come to you. Blade Demons sometimes have armored vests, so the shotgun proves useful when removing it. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Shock Demon =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Definitely one of the more annoying demons around, but luckily they are introduced late in the game and are pretty rare even after that. Shock Demons harness the power of electricity through generators; generators that must be destroyed in order to weakend the demons. Shock Demons only have one attack: they can shoot lightning bolts at you from a distance. This can be hard to predict, so keep rolling as you destroy the generators with Hot Boner bombs. Once there are none left, you can target the Shock Demons directly. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Armadillo Demon =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- I could not come up with a better name for these blokes, but they do sort of resemble armadillos when they curl up into balls and bounce around. This is their main form of attack, so evade if you see one rolling towards you. Your goal is to stand in front of a wall or other sturdy surface so that when you dodge at the last minute, the Armadillo Demon crashes hard and flips over. When this happens, you can unload on the red gem on its stomach. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Generator Demon =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Generator Demons are even worse than Shock Demons! Luckily, they are even more infrequent than their freakish cousins. Generator Demons also use electrical- based attacks, but are not bound to generators. In fact, Generator Demons have their own power source built into their backs! If you get caught in their grab attack, press the buttons onscreen to free yourself (this is actually pretty tough to do). The best way to kill one is to use Hot Boner bombs to damage the shock coils on the demon's back and shoulders. ============================================================================== BOSSES [0702] ============================================================================== O============================ BOSS: GEORGE REED ============================O The area VIP is named George Reed - otherwise known as Harmonica George, Harmonica Face, and any other derogatory name with reference to the harmonica lodged in his mouth. This boss is a slow walker and rumbles towards you with his two long blades reaching after you. George is subject to short bursts of energy, but otherwise doesn't exhert much energy when chasing after you. However, he sometimes ducks between corridors and can surprise you if you're not careful, attacking with his two arm blades. The arena is composed of a criss-cross square room with tables lining each hallway that you must hurdle over by pressing X. Along the side of the alleys are various attractions and concession stands. In addition, you can also find light barrels strewn around. George is not an agile guy and prefers to stalk his prey. This makes harming him an easy task since he slowly plods through the carnival, giving you plenty of time to goad him into walking into the blast radius of a light barrel. Once the boss is knocked down, switch to your Monocussioner and aim for his head, which has now turned red (hopefully you upgraded this gun's reload speed like I told you to...) After enough punishment, George Reed gets sick of your shenanigans and pries a goat lamp off of the wall, enshrouding the arena in darkness. This means trouble, since you'll have to look for the boss's hiding spot while taking damage. Fortunately, the arena is littered with soul boosters and some hot sakes; plus, George's hiding spot glows red, so look for any patches of red in the sea of blue darkness. After shooting the goat lamp, things will return to normal. Continue running through the arena, zig-zagging between the alleyways and constantly looking out for the boss by using 180-degree turns. Hit him with another light barrel and fire away at his head until he steals a second goat lamp and scurries off. Look for a red concession stand to find him again. Repeat the strategy one final time by baiting George Reed towards another light barrel and knocking him on his keister. Since there isn't a third goat lamp in the carnival, George won't have any more retaliations and will stay down for the count. O===================== BOSS: GEORGE REED (BEAST FORM) ======================O George eats his own heart - the only human quality he had left - and turns into a fully-transformed demon as a result. The battle starts off with George Reed riding around the plaza on his trusty steed. Follow him around until the horse stops and craps out a pillar of darkness. Seriously. The column will eventually expand and cover about half of the arena, but you are required to stand inside in order to damage the boss. Wait for George to run another lap and stop near the darkness. Stand inside and shoot at the red core on his back. The only way you can damage the core is if you are inside the darkness and he is outside, so getting the right predicament can be a little tough; it's easier to shoot George with the Teether as he's running away. Once you hit George in the back, his horse falls down and the camera zooms in on a huge hole on the stallion's stomach (either with the Teether or the Monocussioner). The boss retaliates by jumping on top of the central monument and firing spectral spears at you. Make sure to utilize your dodge roll in order to avoid getting skewered. While this is going on, use your Teether to continue targeting the large red core on the horse's underside. After several clips, the horse falls back down to the ground. The battle repeats itself once more, with George's horse creating another darkness column. Use evasive rolls to avoid the boss and stand inside the darkness when the time comes, then fire away at the core on George Reed's back. When the boss is dazed, unload on the horse's stomach once more. When George gets up to high ground, he starts hurling four spears instead of three - a bit harder to avoid in one dodge roll, so try rolling consecutively to avoid all four. After a third round, the number of spears increases to six, so you better stay on your toes. Keep this up until you get a cutscene. If you ever need any ammo, there are multiple ammo boxes for all three guns scattered around the plaza perimeter. If you are low on health and you need to heal, the best time to drink alcohol is when George is riding on the ground; otherwise you'll have to chug a bottle inbetween spear throws. Eventually George gets fed up with your antics and decides to eat his horse, growing to monstrous sizes. He is now as tall as a building and stomps around the arena, creating huge shockwaves with his feet. When you see him raise his foot in the air, get ready to dodge roll over the ensuing tremor. That is George's only real attack, so you should not take much damage in the first stage of the second round. The boss is covered with cores that you must destroy with one of your weapons (the Teether is your best option). Always keep your distance, because sometimes the boss will either kick you or swipe at you with his huge hands, so never get too close to him. Take out the cores on George Reed's legs first: he has two cores each on his achilles heels and another pair on his shins (he is wearing a shin guard on his left leg that must be destroyed as well). In addition, he has three cores on his back and two cores on his elbows. The last two on his arms are harder to hit since they are so much farther away, so try saving your Teether ammo for these two and using your Boner on the ones closer to the ground. Also, when there are only one or two cores remaining, George will puke on the ground and summon an army of worms that pop out of the ground. Avoid the holes that appear and continue firing away at his weak points. George Reed uses one last-ditch effort once all his cores are destroyed: he begins pissing on the monument, which enshrouds the entire plaza in darkness. There is no way to get rid of the darkness, so act quick. Your new target is the intestines hanging out of George's stomach, so fire away and don't let up. The worms return, but you don't have time to focus on them so ignore the enemies entirely. This phase should only last about half a minute. O============================ BOSS: MARAS GRIM =============================O Garcia faces off against one of the three sisters here in the sewers. She is a tough foe based on the battle strategy alone, but once you figure out what to do she isn't terribly difficult. Johnson hints that Maras Grim is afraid of hot bursts, so the key to winning is with your Light Shot. The boss only has one attack: she will swing her scythe, which sends multiple projectiles your way. Just dodge roll to either side and you will be fine. After using this attack two consecutive times, the sister floats high in the air and slams onto the ground, covering the room in darkness. While your first instinct may be to shoot the goat head to clear out the darkness, hit the Maras Grim with your Light Shot instead. This can prove challenging since the boss never stays in one place and is constantly teleporting around the arena. Keep using 180-degree turns until you spot her and nail her. As the core in her chest is exposed, fire away. Usually after the first successful attempt, the Sister Grim doesn't even bother using her projectile attack and will go straight to her darkness plunge. This hastens the battle and makes things a bit easier. If you are having trouble finding her in the darkness and are losing health, shoot the goat lamp and drink some tequila, then restart. You must repeat this process a total of four times in order to bring her down. O=========================== BOSS: KAULINE GRIM ============================O Kauline engages in the same gameplan as her sister, Maras. The Sister Grim uses her signature scythe projectile attack, which can be easily dodged. Eventually, she decides to cover the entire forest in darkness. Like before, you must shoot the boss with your Light Shot rather than the goat lamp. This time, things are a bit different. Kauline Grim splits into multiple variations of herself. These illusions pack just as much of a punch as the real thing, so you are still subject to her physical attacks, even though it may not be the real thing. It can be tough to tell the mirages apart from the real thing, but the actual sister's chest glows red due to the core. It isn't particularly convenient to try an analyze the doppelgangers while they are attacking you, so you're best off pumping each one with Light Shots as they step forward until you hit the real thing. Once you stun the real Kauline, she will slump to the ground with her core exposed. Fire away with your Hot Boner or Teether until the process repeats itself. Keep this up until Kauline Grim is defeated. Beware: the number of clones increases during each stage! O==================== BOSS: ELLIOT THOMAS (BEAST FORM) =====================O You don't even get a chance to fight Elliot Thomas in his half-demon form, since he immediate ingests his own heart upon your arrival. He then turns into a gigantic crow demon - fitting for a guy with the nickname "Stinky Crow". Elliot flies all over the place, and your movement is a tad restricted since you're still on the bridge. The boss will fly around and eventually float on either side of the bridge before using an attack. His main attack is thrashing his long tongue at you. Wait for him to ingest a big gulp of air, then get ready to dodge roll. Sometimes Elliot Thomas stays back and flings a couple feathers your way. If they get stuck in the bridge, they release a patch of darkness. Quickly use Light Shots on the feathers to remove the darkness. Make sure to stay near the starting point so you have sight of the spotlight on the side of the bridge. Since it can become a bit disorienting trying to keep track of the boss's movements, pay attention to the spotlight since it always follows Elliot around. His core is also always out in the open, so while the battle rages on you are able to plug away at his weak point: the Hot Boner and Teethgrinder work wonders here. Once the core on his chest is destroyed, Elliot Thomas spices things up a bit. The base of his wings near his torso begins to glow red. At this stage of the fight, he uses a new attack: the boss chucks a huge boulder at the bridge, which knocks you off (repeatedly tap X to pull yourself back up). Shoot the boulder in midair to destroy it before it hits the bridge. The number of feathers in his feather attack also increases to around five. The gameplan is still the same: fire away at the boss's weak points using the Hot Boner or Teethgrinder. The latter works like a charm if you have been upgrading the gun's damage and capacity. Eventually, the cores on Elliot's wings will shatter. At this point in the duel, Elliot jumps on top of the bridge and begins waddling towards you like the psychotic bird he is. You may also notice that the tuft of feathers between his two legs begin to glow. Hit this sweet spot with a Light Shot to reveal one final core. Elliot will walk back and forth, periodically jumping to the other side of the bridge. If you let him get too close to you, he will kick at you with his talons. When you see the boss jump, run underneath him and spin around to confront him. This part is really easy since all you have to do is unload on him with your Teethgrinder and run underneath him if he gets too close. A simple game of cat and mouse. O=========================== BOSS: GILTINE GRIM ============================O Like the storybook said, Giltine is the eldest and the wisest of the three sisters. As you can see, she came prepared for this fight. This battle is fought differently than the first two sisters, so you will have to adopt an entirely new strategy in order to bring her down. Giltine Grim has two attacks involving her deadly weapon. First, she throws scythe projectiles at you that are larger and much more powerful than the ones her siblings used. Still, avoid them the same way by rolling to the side. The boss can also conjure up multiple guillotines that rise over her head before each plummeting to the ground. A bit tougher to dodge, but still manageable. Her final attack involves the boss swinging forward, creating a pair of shockwaves that travel towards you. The boss wears a mask that glows bright red, meaning that is your initial target. Fire away at her headgear while watching out for her attacks; I prefer using the Hot Boner over the Teethgrinder because the Teethgrinder is not as accurate as its previous form. Once she has had enough abuse, Giltine covers the library in darkness. First, hit her with a Light Shot to expose the core in her stomach and stay in the darkness. Aim for her weak point and fire away with your Hot Boner. Several Dark Demons are spawned in the darkness and can be a real hassle, but you'll have to ignore them since you cannot kill them in this state. If your health is getting too low and you're getting annoyed by the Dark Demons, shoot the goat lamp about the boss to restart everything. Shoot the Dark Demons, then resume fighting Giltine by shooting her mask. However, the boss will turn the lights back on when she sustains enough damage, so try not to shoot the goat lamp and pound down drinks if you ever get low on health. Stick with it! You should have plenty of tequilas at this point in the game (and although there is a vending machine in the corner, you sadly cannot use it during the fight), so stay in the darkness and continue hammering on her core with your Hot Boner or Teethgrinder. Like in all boss fights, there is an ample supply of ammunition for your three guns. After four or so rounds of this, you will come out victorious. O============================== BOSS: JUSTINE ==============================O It's kinda lame that we are fighting the chapter VIP in a 2D side-scroller level; makes it a tad anticlimactic. Justine has seemingly hopped inside a huge mechanical version of herself, complete with protective gas mask and cannons on both her arms and back. Justine attacks by shooting green fireballs from these cannons. The cannons on her back cause fireballs to rain down from the skies, while the ones on her arms shoot fireballs in an arc. Frankly, I completed the entire boss fight practically without a scratch on me by hugging the left side of the screen. Your gun can shoot through the fireballs, so if any get too close just blast it away. Target the three red cores on the boss's gas mask. Her head moves up and down a bit during attacks, but for the most part you can stay on the opposite side of the arena and still have an easy time targeting her. Once the three cores are destroyed, Justine's gas mask starts sparkling - this is your cue to begin using Light Shots. Hold down that Right Bumper until the mask eventually falls off. Now all you have to do is resume firing normal bullets at Justine's face. Again, you barely have to move at all since your target is so big, so stay in the upper left-hand corner of the screen and go to town. Drinks spawn in the arena from time to time, but I doubt you'll need even one. Unfortunately, this fool-proof tactic doesn't last long in this stage of the fight: Justine slowly rumbles towards you and captures you. For the remainder of the fight you will be trapped in her iron grip. Still fire away at her face and any incoming fireballs and pause when she starts flailing you around like a ragdoll. The attack doesn't hurt you, rather just puts you in an odd predicament. Remember that you can move the Right Analog Stick to rotate your arm and fire in different angles. However, the boss will eventually throw you at the left side of the screen, damaging you slightly. This allows you to resume your old strategy of hiding in the corner like a pansy and pestering the boss. Late in the fight, weapon upgrades may also spawn, so make sure to venture out in the open and pick them up to help hasten the battle. O============================== BOSS: FLEMING ==============================O Fleming is one tough cookie, what with him being the Lord of the Demons and all. Get ready for a bruiser. First up: avoiding his attacks. The boss has a number of attacks that are all equally damaging, so perfect the art of dodge rolling in order to stay afloat. For starters, Fleming has a nasty laser beam that he shoots out of his head/heads. When you see him chargin' his laser, get ready to evade the blast. The boss also uses his staff to slam on the ground, creating a big shockwave that you can easily dive over. However, the most dangerous attack Fleming has at his disposal is more of a passive one than anything: he opens up his trenchcoat, revealing Paula. If you shoot Paula by accident, she is killed and the game ends as a result. I mean, the whole point of your adventure is to rescue your girlfriend, so you can't go offing her at the last minute! This is the main reason why you should be careful with the Dentist in this fight: if you lock onto Fleming and fire just as he opens his trenchcoat... there's nothing you can do. Sometimes, Fleming also utilizes the darkness to his advantage. When the castle rooftop becomes coated in darkness, look up in the air for a goat lamp. The goat lamp is swinging on a chandelier; moving targets are never fun to hit, so be patient and take good shots in order to quell the darkness and resume the fight. Really any weapon works well in this battle, so it all comes down to personal preference (and what is upgraded the most). Despite what tool you use, try to stay away from Fleming or he'll whack you with his staff. Even though it is a risky option, I like using the Dentist because it's very powerful. The key here is to not allow the gun to lock onto the boss: whenever the target reticule turns red, stop aiming and begin again to reset the reticule. That way you have a decreased chance of accidentally hitting Paula. You can hit Fleming anywhere at the start of the fight: his head, chest, extremities, you name it. Fire away at the big lug and restock your ammo using the ammo boxes on the edge of the roof. After taking enough abuse, a few cracks appear on his body; this is your cue to hit him with a Hot Boner bomb. Explosion! When the bomb goes off, Fleming splits into three pieces and begins floating around the room. One of the Fleming chunks glows red - this is the one that you can target. Switch to the Dentist for this portion due to its homing capabilities, since the body parts float around very quickly and can be hard to hit otherwise. After a while, the pieces reform and Fleming returns to his normal self. Now Fleming starts using a few new moves. He now has a more dangerous laser beam attack that encompasses a larger portion of the room. If Fleming traps himself in a green barrier, whip out the Skullblaster and fire a charged-up Skullblaster bomb in one of the barrier's openings. This will damage the boss and tear down the force field. After another round of dismemberment and reconstruction, Fleming introduces one last attack to the duel: he reveals a large dark hand that drags you into a darkness realm if you don't dodge in time. When in the darkness, go towards the three cracked walls and blast each one with Hot Boner bombs. One of them leads to the exit, so go through to return to the rooftop. Round three! Restock on ammo and go back to pummeling the boss with your goods. Rip him apart with a Hot Boner bomb for the third time, then attack the glowing body part with the Dentist. Fleming can't take any more punishment and starts to explode. Dodge the demon remains from his gullet until the chaos is over. O=============================== BOSS: PAULA ===============================O The angelic Paula hasn't taken kindly to her boyfriend's rescue attempts, so she takes out her frustration on him instead. You are trapped in a room made entirely out of baby doors. Seriously, they line the walls. Only one of the many baby door is craving the eyeball at the center of the room, so take the item and inspect each door until you find the right suitor. Paula has a few attacks at her disposal: she can flap her wings and smack you if you're too close or shoot out gooey red blobs if you are too far away. She can shoot miniature tornadoes at you, which spins Garcia around and can disorient you. Also, her ground quake move is a tough one to dodge. All you can do is dodge roll for these attacks and you should be fine. With the one baby door open, you can direct your attention to the boss. Two of her six wings glow red, so these are your main targets. Paula is very fast and doesn't stand still at all, so the Dentist is the choice to go here. Lock onto her two bottom wings and simply hold down the Right Trigger. She can take a lot of abuse, but there's no escaping the Dentist. Paula will also crap out a Dark Demon from time to time; these fellas are useful in that they drop ammo when killed. When you have dismantled the two bottom wings, the next stage of the fight begins in a new area. Paula's four other wings now glow red and are all viable targets. The action takes place in a hallway, where a wall of darkness slowly moves behind you. You must keep pace with Paula or else you will be lost in the darkness. She uses the same attacks and doesn't develop any new ones, so there's that; one minor difference is that she deploys Blade Demons instead of regular Dark Demons. As you know, Blade Demons are faster and tougher than Dark Demons. Slowly walk forward with the Dentist in hand as you lock onto Paula's four wings. Keep on firing as you strut towards her and don't let up until the darkness gets too close or a Blade Demon drops down. From there, switch over to the Skullblaster to take out the demon lackey. Various ammo and the occasioinal tequila litter the hallway, so make sure to pick them up along the way. This is an interesting boss fight, but the sheer firepower of the Dentist will prove too much for Paula. ______________________________________________________________________________ [8] THANKS/CREDITS [0800] ______________________________________________________________________________ Of course, this guide couldn't have been made without some extra help. Here is a shoutout to everyone who made this FAQ possible: CJayC: For being an awesome host of an awesome site. Eternal Czar Smapdi: For being the best co-author anyone could have, and for being yourself. FESBians: Because you're cool. You: For reading this FAQ. ------------------------------------------------------------------------------ LEGAL ------------------------------------------------------------------------------ This document is copyright (c) DomZ Ninja 2012. This document may be found on the following sites: * GameFAQs - http://www.gamefaqs.com * GameSpot - http://www.gamespot.com * IGN - http://faqs.ign.com * Super Cheats - http://www.supercheats.com * Neoseeker - http://www.neoseeker.com * HonestGamers - http://www.honestgamers.com The latest update of this document can always be found on GameFAQs. Other sites may use this document, but only with my permission. If you see this document on a website not listed above, please email me. Do not edit or alter this document in any way. Do not steal anything from this document. Do not host or distribute this document for profit. That is plagiarism, and it is against the law. If you have any questions, comments, or anything that you would like to add to this guide, then feel free to email me. My email address is found at the top of this guide. However, if you do email me, please include the name of the game in the title. Lastly, thanks for reading and using this FAQ. If you like this FAQ, then please recommend it to others by clicking the "recommend" button at the top of the guide. :] http://www.gamefaqs.com/features/recognition/52173.html "Let me speak to you, so I can show you all I want is to sort this out, this really won't do, no, no" - Lemonade ______________________________________________________________________________ END OF DOCUMENT