All You Need To Know. By the Mysterious Saiyan Man aka Keith Homstad Copyright 2001 Any reproduction of this walkthrough is prohibited. If you have any questions you can email me at [email protected] Revision History Version 1.0 The Walkthrough's initial release, with Game Basics. Expect updates in the future. I hope the Walkthrough will grow substantially in time. For now, though, it is pretty basic. Countdown Vampires Game Basics Controls: Directional Pad: Move In Desired Direction Triangle Button: Switch between the STAN- 1A Stun Gun and the last Weapon you used. Square Button: Fire Weapon/Confirm X Button: Run/Cancel Circle Button: Fire Weapon/Confirm Start Button: Access Item Menu Select Button: Access Options Menu R1 Button: Draw Weapon L1 Button: No Use R2 Button: Access Map for Current Area L2 Button: Reload Weapon Controls (While in Map Mode): Square Button: Zoom in On Present Location Circle Button: Zoom in On Present Location All Other Buttons: No Use Options Menu: Sound: Adjust BGM and Sound Effects Volume Switch Between Monaural and Stereo Sound Key Configuration: Select One of Three Button Configurations: A, B, or C Vibration: Turn the Vibration On or Off Display Tuning: Adjust Brightness of Screen Item Menu: The Item Menu allows for up to twelve Items to be carried at once. Items Include: Weapons, Ammo, Food, Drinks, and Special Items. Each one takes up one slot. At the top of the Item Menu is the Condition Gauge. This lists Keith's Current Health (Either Normal, Alert, or Danger) As Keith's Health diminishes, he begins to weaken, and therefore will walk and run slower. On the left side of the Item Menu are three options: Map, File, and Mail. Map allows you to view any of the Maps you have received. File allows you to view any files you have received. Mail allows you to view any mail you have received. At the Bottom Left of the Item Menu is Keith's current Cash amount. The maximum amount of Cash Keith can have is 9,999. In the top left of the Item Menu is the Number of Circuits In Use. While Playing the Game: Keith can Walk or Run. Press the Directional Pad in the Direction you want to move to make Keith Walk. To Run, hold the X Button while pressing the Directional Pad in the desired direction. When an enemy is near, you can either fight it or run away. To draw your weapon, press and hold the R1 Button. To fire, press the Square Button while your Weapon is drawn. If the Weapon runs out of Ammo, Keith will automatically reload it. If you are using a weapon other than the STAN- 1A Gun and you want to quickly switch back, press the Triangle Button while holding R1. If you want to reload your weapon before it runs out of Ammo without entering the Item Menu, press the R2 button while your weapon is drawn. You can also Combine Items and reload Weapons in the Item Menu. While there, select the Item you wish to combine by pressing the Circle or Square Button. Use the Directional Pad to move the blue arrows to the item you wish to combine it with. Remember, only certain types of Ammo can be used with each gun. If you want to access the Map of the Area you're in without entering the Item Menu, press R2. Scattered throughout every Area is a Save Computer. These are usually noticed by their green flashing screens. These computers allow you to Save your progress to a Memory Card, access your Item Stock, and read new and old Mail. Their location can be noted on the Map by a white box. If you wish to Save, highlight "Save" and press Confirm. This will access your Memory Card, and allow you to save your progress. You are allowed 15 Save Blocks. Countdown Vampires uses three Blocks of Memory Card space. If you wish to access your Item Stock, highlight "Item" and press Confirm. This will display the Items you have with you on the right, and the Items currently in your Stock on the left. If you wish to place one of your Items from your Stock into your Inventory, highlight it at the left, press confirm, then choose the slot in your Inventory Menu where you wish to place it. If you select a slot that already has an Item in it, the items will switch places, and the Item in the slot you selected will move to your Stock. To move an Item into your Stock, highlight the "No Item" box and press confirm, then choose the item you wish to place there. If you wish to read your Mail, highlight "Mail" and press Confirm. This will bring up a list of all new and old Mail. To read one, highlight it and press Confirm. As you progress throughout the game, you will receive more Mail. If you wish to read Mail you have already read, access "Mail" in the Item Menu. During game play you will encounter a variety of enemies, the most common being Vampires. These creatures can be defeated one of two ways: You can either shoot them using the STAN-1A to "stun" them and knock them down, or you can use any other weapon to kill them. If you use the STAN-1A, the Vampires will not die and you'll be able to use your White Water to return them to their normal selves. Once a Vampire is stunned and on the ground, walk up to it and press Confirm to use the White Water on it. Keith will only use the White Water if the Vampire is completely stunned. Be warned that Vampires will fall down often, but will sometimes get back up. You will be able to tell if a Vampire is "transforming" if it lies still on the ground. A stunned Vampire will twitch. If you use a weapon other than the STAN-1A on the Vampires, you will kill them and they will disintegrate. You will not be able to use the White Water. It is best to try to save as many Vampires as you can. You have an infinite supply of White Water, so don't worry. Also throughout the game you will meet several mutants. These creatures often require more powerful weapons than the STAN-1A. When you kill a Monster, it will disintegrate. Monsters cannot be saved using the White Water. Each enemy has a different attack, but most enemies are able to grab you in some way. If an enemy does grab you, press the Square and/or Circle Buttons as fast as you can. You will eventually push the enemy away. If a Vampire or Monster ever does attack you, your Health will begin to Deplete. As you lose more Health, you will become weaker and weaker. If you do not find something to eat or drink, you will die. When you do, the words "Game Over" will appear across the screen. After which you will be asked to Continue or Exit. If you Continue, you will start over from your last Save. If you Exit, you will be taken back to the Main Menu. Throughout the game you will also find several Items, ranging from Weapons to Special Items. All Items can be seen in the game screen as small yellow boxes. Every time you receive an item the Item Menu will appear, and you will be prompted to either take the Item or leave it. If you take the Item, it will automatically be placed in an empty Item Slot. If the Item is Ammo of some kind, and you already have that kind of Ammo in your Inventory, the new Ammo will be automatically combined with the existing Ammo. Also along the way you will find Food and Drinks. These items replenish your Health; Food more than a Drink. Drinks can also be combined using a Bottle. Up to three Drinks can be stored in a Bottle at once. The more Drinks are in the Bottle, the more Health the Bottle will replenish. Food, Drinks, and Bottles can also be purchased at Vending Machines, which are scattered throughout the areas for a price. You will also come across Special Items. These are any Items that are not Weapons, Ammo, or Food or Drinks. These Items are used to open doors, solve puzzles, and other uses. Sometimes while accessing a door or other certain locations the Item will be used automatically, and sometimes discarded if it has no other use. But other times you will have to use the Item yourself by accessing the Item Menu, highlighting the Item once by pressing Confirm, and using it by pressing Confirm again. If an Item doesn't appear to have any specific use, try combining it with another Item. You will also find several Files throughout the game. These do not use any slots in the Item Menu. When you find a File, you will be asked if you want to take it or leave it. If you take it, you will then be asked to read it or not. After you read the File, it will be put in the File Option of your Item Menu, if you want to read it again. If you ever find yourself low on Cash, you will be able to possibly gain it back by playing some of the games at the Casino, or taking some from Vampires after you used the White Water on them. The most common of the Casino games is the Slot Machine. Each Slot Machine costs 1J to play, and the reward varies depending on your combination. Press Confirm to start and stop the three turning wheels. Also throughout the Casino are Roulette Tables, where you will be able to bet up to four numbers on the table. The more numbers, the greater your chance of winning but the less reward for winning. After you select your numbers, press Confirm and a number will be randomly selected. If it is one of your highlighted numbers, you win! That's pretty much it. If you have any questions, feel free to ask! [email protected] Countdown Vampires Walkthrough The game starts with you in Club Leagan. A timer goes off, warning you that you must escape before the Club is sealed. When you first take control of Keith, kill the two Vampires that are in front of you (using the White Water to turn them back to normal if you want) then head up the stairs and turn right. Go through the door, and you will see the dead body of the other bodyguard. Continue along the path until you reach the stairs leading to Clarice. Go up them. At the top of the stairs, Keith will automatically turn a Vampire back to normal. You will then have to kill the Vampires in the room. Collect the Ammo, Drink, Keno Ticket, and print out the Map from the Map Machine. Go into the back room behind the Map Machine. Open the safe by aligning the red dots in a row in the center. Inside the safe will be the Susie ID Card. Take it, and then head down to Cheryl. In Cheryl, kill the Vampires. Be sure to get the Keno File and the Ammo in the room, then enter the side room. There you will find a file and the Cheryl ID Card. Use the same method to open the safe. Proceed up the stairs opposite of the ones you entered the room and head down the hall. At the dead end of the hallway, you will find the Nancy ID Card. Then, return to Cheryl, head up to Clarice, and go down to Nancy. In Nancy, take care of the Vampires. In this room you will find 2 boxes of Ammo, a File, and a Bottle. Use your Susie and Alice ID Cards to open the Susie and Alice Doors. Be sure to open both of them, even though it isn't required to enter Susie at this time. Then, enter the Alice door. Go through the hall and enter either one of the doors; they will both take you to the Alice room. In Alice, you will come across Misato Hayakawa. After her and Keith talk, explore the room. In the Main Room of Alice, you will find a box of Ammo and a Drink. In the back room of the balcony opposite Misato's balcony, you will find a box of Ammo and the Handgun. Use the same method to open the Safe. In Misato's balcony's back room, you will find a box of Ammo and a Key. Leave Alice and head back to Nancy. From there go up the stairs to the platform in the middle of the room and use the key to open the door. Continue along the pathway and climb the ladder leading to the stage. Turn right at the stage and continue along the catwalk. Pick up the Leagan ID Card, and head back to the stage. On your way back a giant mantis-like creature will attack you. Kill him using the Handgun then continue to the stage. Climb down the ladder, go out the door back into Nancy, and use the Leagan ID Card to open the Leagan Door. In Leagan, you will find a box of Ammo. Kill the Vampires below the stage, then access the glowing eyes on the statue to restore power to the elevator on the stage. Return to Nancy, head up the stairs in the middle of the room, and go back to the stage. Access the elevator to go to the room below. In this room you will find a box of Ammo, the Shotgun, a File, and a Video Tape. In the back room there is also a glowing computer. Access it, and insert the Leagan, Susie, and Cheryl ID Cards. (Note: After you insert the cards, you will not be able to get them back, so make sure that you have opened all of the necessary doors.) Then enter "M" as the single letter password. This will open the door to the Screaming Moon. Return to Alice, then enter one of the doors on the ground floor and go through the hallway to enter the Screaming Moon. In the first room of Screaming Moon, you will find 3 boxes of Ammo, and a Map Machine. Print out the map, and enter the left elevator door. Before you can enter it, Misato appears and she and Keith ride the elevator up, until they are stopped. The Man in Black will talk to you, and disappear. Search this room to find a box of Ammo, a Key, and a Video Tape. Then head back down the elevator to the Entrance Room, and go up the stairs. At the top of the stairs you will have to deal with a few Vampires. Continue along until you reach the next room, where there are more Vampires, plus a box of Ammo, a Drink, and a File. Use the Key you found to open the double doors at the opposite end of the room, and continue along the hallway. In the hallway containing the computers, you will meet the Wolves for the first time. Kill them, then continue on to the next room, where there is another Vampire waiting. Go through the door to the right of the entrance. In the next room, there are more Vampires. Run around the chairs and out the door. In the next hall, there are Wolves. Continue along until you reach the stairs leading down, but before you do, turn left and enter the small room. In there you will find two boxes of Ammo, a Drink, and a Key. Exit the room, then head down the stairs. Go back up the left elevator (the one Keith and Misato first went up) then use the Key on the door in that room. In this room you will find Misato. After she leaves, collect the Drink and the Key, then head out and back down the elevator. Once you're back downstairs, take the right elevator to the next floor. Kill the Vampires in the room, and collect the Food, Bottle, and the two boxes of Ammo. Continue along the perimeter of the room until you reach the Save Room. In there, you will find two boxes of Ammo and a Drink. There is also a glowing TV in this room. Insert the two Video Tapes you collected to receive two photographs. Exit the save room and enter the small hallway adjacent to it. In this hall are two Mantises. Kill them, then turn right to enter the DM Control Room. In the DM Control Room you will find a Key, 2 boxes of Ammo, and a File. Access the glowing computer screens to receive Card Disk A and B. Exit the DM Control Room, go past the Save Room, head down the elevator in the kitchen, and go back up the stairs in the Entrance Room. Continue down the hallway until you reach the first open room. Enter the blue double doors. Ride the moving floor to the Evil House Entrance. In the Entrance, pick up the Spear Key lying on the floor. Then return to Screaming Moon and continue through the hall until you reach the hall with the computers again. This time through, the hall is lit and two computers are glowing. Turn the two glowing computers on. Then head back to the Entrance Room and go up the left elevator again. In that room access the book in the glass case to open it and receive the book. Then turn around and access the now-open control panel. Insert Card Disk A into the machine, and enter "SUN" as the password. This will transform the card into Card Disk C. Enter the adjacent room and access the computer below the large model of the Moon. Insert Card Disk B and enter "MON" as the password. This will transform the card into Card Disk D. Then go back down the elevator, take the right elevator up, go past the Save Room and enter the DM Control Room again. Once in there, insert Card Disk C and D into the machine that first gave you the cards. This will open the Susie Door in the Fear Moon. Return to the first floor and leave Screaming Moon. Before you can, though, the Man in Black stops you again. After he leaves, return to Fear Moon. In the hall leading to Alice are Vampires. Deal with them accordingly. Then continue past Alice and into the next hall, where you will have to face more vampires. Continue down the hall until you reach Nancy. In Nancy, two Giant Bats will surround you. Kill or run past them into Susie. Proceed through the hall until you enter the Susie Room. In there, pick up the two boxes of Ammo, the Drink, the Sydney ID Card, and the Rifle. Insert the Spear Key into the glowing Keyhole to open the two portraits in the room. Enter the back room, and collect the box of Ammo and Food. Then head through the hall to Sydney. In Sydney, you will find three boxes of Ammo, a File, and the Keno Machine. Insert your Keno Ticket into the Machine and enter the numbers 42, 25, and 56. This will restore power to a locker in the back room. In the back room you will find a box of Ammo. Open the locker to receive the 9 and 4 Trumps. Then return to Susie. In the hallway on the way back to Susie, you will have to face a giant purple creature that emerges from the drainpipe. Kill it, then head back to Susie, killing the other two purple creatures. When you return to Susie, place the 4 Trump with the 10 Trump, and you will receive the Red Clock Hand. Place the 9 Trump with the 3 Trump, and you will receive the Blue Clock Hand. After you take these two items, head back to Screaming Moon. In the hall leading back to Alice and to Screaming Moon you will have to face more Vampires. When you return to Screaming Moon, you will find the place crawling with enemies. Deal with the Vampires in the Entrance Room, and continue on to the Evil House Entrance, killing the enemies along the way. Once you return to the Evil House Entrance, place the Red Clock Hand in the Red Clock and select 2 and 7. Then use the Blue Clock Hand on the Blue Clock and choose 7 and 5. This will open the door to the Evil House. Once inside the Courtyard, access the front of the Fountain to receive Panel 1. This will unlock the door to the Main Room. Enter the room, and immediately access the two torches on either side of the entrance to light them and the rest of the room. In this room you will find two boxes of Ammo, and a Map Machine. Head down the hall to the right of the entrance, and kill the Vampire in that room. Don't go up the stairs yet. Instead, go down the hallway and enter the kitchen. In the kitchen you will find three boxes of Ammo, a Drink, and the Organ Note. Now return to the hall and go up the stairs. At the top of the stairs you will face more Vampires. As you proceed through the hall you'll face even more. Continue along the hall until you reach the first doorway you see. Enter this room. In it, you will find a Vampire, a Bottle, and a box of Ammo. Then enter the air duct in the corner of the room to reach the adjacent room. In this bedroom, there are more Vampires and a box of Ammo. Exit the room and go out into the hall. In the hall you will find a Drink and a box of Ammo. Head up the stairs to the third floor where you will find another box of Ammo. Enter the Save Room. There you will find a Drink, a box of Ammo, and a Key. Now it's time to head back downstairs. Before you do, make sure to unlock the large, brown double doors on the 2nd floor. This will allow you to return here quickly and easily, without having to go through the air ducts. Once you're on the first floor again, return to the Main Room and this time head across the room and to the door on the opposite side, left of the entrance to the room. In this hallway you will encounter two Giant Bats. You can either kill them or run past, it's your choice. Continue down the hall until you reach a set of double doors. Use the Key you found in the 3F Save Room to open the door. Inside is the Organ Room. In the Organ Room, you will find a Drink and Ammo. Go up the small set of stairs to the left or right of the stage and access the Organ. Play the keys on the Organ in this order: 2nd from the left, 5th from the left, 6th from the left, and 4th from the left. This will reveal a small device in the back wall of the room. Insert Panel 1 into the device to get Panel 2 and 3. The device will signal that you have three minutes to get to the 2F VIP Room. Exit the Organ Room, and deal with the two Giant Bats accordingly. Run across the Main Room and back to the door leading to the stairs. Go up to the 2nd Floor. There you will find more Vampires occupying the halls. Head through the halls and go through the brown double doors you unlocked earlier. Then make your way to the 2F VIP Room (it's the one the device in the Organ Room unlocked) and enter it. Inside you will find Ammo and a Drink. Then insert Panel 2 into the device in the wall, identical to the one in the Organ Room. The device will give you Panel 4 and 5. You now have one minute to get to the 3F VIP Room. Head out of the room and back into the hall. Climb the stairs and make your way to the 3F VIP Room. (Once again, it's the door that the device unlocked). In here you will find 2 Boxes of Ammo, and a File. Insert Panel 3 into the device to receive Panel 6 and 7. Exit this room and head back to the Save Room. The other door in the Save Room is now unlocked. Enter it, and in the hall to the next room you will find a box of Ammo. In the next room there is the Magnum, Food, and a Key. Throughout these past few events short cut scenes take place depicting a strange-looking monster approaching the room you. It is now outside the room you are in, and you will have to fight it in the hall. After it is killed, return to the Save Room. Head back down to the 2nd Floor. When you reach the bottom of the stairs to 2F, two of the "Amphibians" will be waiting. Deal with them accordingly, then go through the brown double-doors and into the next hall. There you will find two more Amphibians. After you are finished with them, head down the stairs and back to 1F. Once you are back on the 1st Floor, exit the Main Room and enter the Courtyard. As you approach the fountain, two Amphibians will leap from it and attack you. Head over to the front of the fountain and place one of the four Panels you received in the device (it won't matter which one you put in, you'll still have the same puzzle. Place the Panels in this order: 3rd from the left, 1st, 2nd from the left, and 4th from the left. This will move the statue in the fountain forward. Walk around to the back of the fountain and jump in. There is a door on the floor with a code panel lock. Access the lock, and enter "PROJECTSIN" as the Password. The machine then tells you that a Meter Adjustment is required, and tells you the machine to do this is located in the DM Control Room, which is back in Screaming Moon. Head out of the Courtyard, through the Evil House Entrance, and back into Screaming Moon. Head the way you did before to return to the Entrance Room. However, you'll soon notice that the area is populated with enemies again. There are two Mantises in the hallway with the computers you had to turn on before, in the room with the chairs, there are three Vampires, in the next hall there are six Vampires, and when you reach the Entrance Room, four more Vampires will greet you. Head up the elevator to the Kitchen. There are 5 Vampires waiting here. Run into the Save Room, and from there enter the next hallway. There are two Wolves there. Enter the DM Control Room, and access the glowing machine in the corner. This activates a meter that is not at the correct frequency. To move it into the correct position, press Circle when the line passes through the target in the middle of the screen. If you hit it at the right time, the meter will balance out slightly. If you miss, it will shake and remain in its current position. After you move the meter to an even frequency, another line appears, and you must repeat the process. After both meters are adjusted, the door in the bottom of the fountain in the Evil House will open. Exit the DM Control Room, head back down the elevator, and walk up the stairs. There are two Wolves in the next hall. Make your way back into the Evil House, and enter the door in the bottom of the fountain. You will now be in the Underground Lab. Once you are in the Lab, follow the hall around to where you will encounter two of the purple creatures. After killing them, run straight past where they were and into the next doorway. In this room there is another purple creature. Also in this room is a Drink, a Key, and two Files. After collecting these items, leave the room. Before you can exit, though, the computer to the left o the door automatically turns on. Access it to read the message. Then head back out into the hall. Head back the way you came, but this time turn right at the intersection where you killed the purple creatures before. Go past the first set of double doors and enter the second set. In the next hall are three Vampires. You can enter the Save Room here as well. In the Save Room you will find two boxes of Ammo, Food, and the Map. Exit the Save Room, then use your Key to open the other door in the hall. Inside is a giant coffin and Misato. After talking with her, pick up the Key Card in the corner of the room, then leave. Outside, four "Mutants" await you. After dealing with them, exit this hall and enter the previous hall. Use your Card Key to open the first set of double doors, but beware of the four mutants in this hall. Continue through the next hall until you reach the intersection. At the intersection, turn left/Keith's right, down the lighted hallway. In the next room you will find three Mutants, a Drink, and another Card Key. Exit this room, then head back down the hallway. At the intersection, you will see the Man in Black run by. Follow him to the Coffin Room. (The same room where you found Misato) In the Coffin Room, a short scene will take place with the Man in Black. After he forces you out, return to the hallway where you saw him run by. As soon as you enter that hall, and alarm goes off, signaling that the building will detonate. A countdown will also start. Head down the hall, past the lighted hall, and enter the large doors at the end. You will now be in the Parking Garage. Another scene takes place, and a giant bug-like creature attacks Keith. You will have to fight it. After defeating it, Keith and Misato escape the Desert Moon as the building explodes. End of Disk 1 After the truck breaks down and you once again regain control of Keith, just head straight and up the ladder on the wall. At the top, you will see two buildings: a shack and a Diner. Enter the Diner. Inside you will find a Drink, and three boxes of Ammo. After you collect these items, head outside through the door. There are two Wolves outside. After dealing with them, turn right from the Diner and pick up the two boxes of Ammo that are laying on the crate. Then enter the door in the building near the crates. Inside is a Save Room. In here you will find a box of Ammo, and the Map. After getting these, head back outside. Continue past the door to the Diner and climb the ladder at the end of the path. When you jump to the other side, a Wolf will attack you. When you're ready, climb the other ladder in this area. (To the left of the first ladder) This puts you in another small area with three Vampires, a box of Ammo, and a Key. Now head back up the ladder and into the previous area. Enter the trailer. In the Trailer is a box of Ammo and a Drink. There is also a switch near the door. Before you leave, flip it. This will cause the ladder on the side of the trailer to lower and you'll be able to climb it. Go back outside, and climb the ladder. You will now be on the roof of the trailer. There is a small wooden plank leading to the adjacent open building. In the passageway of the building are three Vampires. Deal with them, then head down the ladder at the end of the passageway. In this area you will find a Key. Head back up the ladder, go down the ladder at the trailer, climb the ladder you used to first enter the area, and enter the Diner once again. Go out the other end of the Diner and use the Key on the door to the Shack. Inside the Shack you will find a box of Ammo, Food, and a Key. There is also a Chainsaw, but the cage it is in is locked, and we don't need it just yet. Now, return to the area with the trailer, stand on the forklift's platform, and use the Key to start it. It will lift you up and over to the next area. On this trail there are two Wolves waiting for you. Run to the end of the trail, and you will see two huge doors, which are locked for now. Head up the stairs to the left of the door, and enter the building at the top. In this building, you can get two boxes of Ammo, and a Key. Make sure you have these items before heading toward the staircase leading down, because you will not be able to return here. After you have collected these three items, walk toward the staircase. A scene will take place, and the floor will break underneath you. This puts you on the ground floor of the building, but you will not be able to return to the second floor. This is also a Save Room. In this Save Room you can find two boxes of Ammo, Food, and a File. After you're done in here, exit the building, Outside, you will find a box of Ammo. Enter the first Cottage you see after exiting the previous building. Inside, four Vampires are waiting, along with a box of Ammo, the M60LMG Rifle, the Map, and a File. When you're done, exit this Cottage and enter the one next to it. Inside this one are three Vampires, as well as two boxes of Ammo, a Bottle, and a Key. Once you've collected these items, head out of the Cottage and back to the first building. However, instead of entering the Save Room again, use the Key on the door next to the Save Room door. (It is just a little further past the first) After you open the door, Misato appears, and another scene takes place. When it is finished, enter the House. As soon as you do, you will face three Mantises. Also in this area are a Drink and two boxes of Ammo. Walk around the hall through the House until you come to an area with three doors, one north, one south, and one west. Enter the northern door first. Inside this room you will find a box of Ammo, a Drink, a File, and a Key. Exit this room, and enter the western door. Inside there are two Vampires, a box of Ammo, the Map, and a File. Exit this room and head back into the living room. (The room that you first entered in.) You will notice a blue square on the floor. This is a door leading to the Basement. Head down there, and deal with the three Vampires. Be sure to collect the box of Ammo and the Drink as well. When you are ready, try to open the door leading to the next room. It is locked with a 5-Digit Password. Enter the numbers 45911 to open the door. This will take you to the second room of the Basement, where three Vampires will attack you. When you are finished with them, grab the Key from the shelf and head back upstairs. Once you are back on the ground floor of the House, head to where the three doors are. Use the Key you found to open the southern door. Inside you will find an empty Wine Bottle. Take the Wine Bottle to the Keg that is sitting next to the fireplace in the living room. Use the Keg to fill the Wine Bottle, then head downstairs to the Basement again. Go to the second room, and put the filled Wine Bottle in the Wine Rack. This will open the door to the corridor. When you enter the corridor, two Mantises will attack you. After you're finished with them, climb up the ladder at the end of the corridor, which will take you back outside. Immediately turn to Keith's right when you are back outside and snatch the box of Ammo resting on the crate. Then wrap around the back of the House and grab the Drink before entering the ruins of the old building. Make your way across the area with water in it and turn right when you enter the ruins. Keep right all the way throughout the "maze" and you will come to a large metallic door. Open it and enter the Graveyard. In the Graveyard, there are five Vampires ready for you. Turn left from the entrance and head to the stairs. Climb them, and you will reach the elevated part of the Graveyard. When you do, a scene will take place with the Man in Black. When it is finished, continue past the gravestones and enter the door at the end. You will now be in an area with a large electric generator, an elevator, and an office. The elevator doesn't work yet, so enter the office and collect the Drink, File, and Key, then head back through the Graveyard. This is where things get difficult. You'll soon notice that most of the enemies are back, despite the fact that you may have killed them before. So be ready for a lot of enemies, since you'll pretty much be backtracking your entire route to this point. The five Vampires are back in the Graveyard area, so deal with them accordingly. Keep retracing your steps until you reach the Basement corridor, where the two Mantises have returned. The second room of the Basement is once again populated by three Vampires, as is the first room. Upstairs, there are three Mantises waiting. Once you exit the House, you will meet the five Vampires that are now running around outside. Use your Key to open the big metallic doors that were locked earlier. This will allow you to return to the trail between Marlin Town and Mobile Grave without having to go through the building where the floor collapsed. On the trail you will meet the two Wolves you had to deal with before. Continue along the trail and climb the ladder leading to the trailer area. The forklift will lower you down, and you'll be greeted by a Wolf. Climb the ladder leading back to the Diner and deal with the two Wolves who are walking around outside. Enter and go through the Diner, out the other end, and enter the Shack. Use the Key on the cage holding the Chainsaw. Now that you have it, it is time to return to the Graveyard. When you exit the Diner, you'll notice that two Amphibians have replaced the two Wolves. Climb back up the ladder, and use the forklift to get to the trail again. Once again, the two Wolves have become two Amphibians. Once you enter the large doors again, you'll notice that three Amphibians have replaced the five Vampires from before. Enter the House again, and watch out for the two purple creatures that are there now. Head back into the Basement, and enter the second room. Deal with the purple creature there, then head into the corridor. Make your way back to the Graveyard, where three Amphibians await. Go up the stairs again, and before you enter the door leading to the generator area, use the Chainsaw to slice off the shining blue chain protecting the electric box. Access the box, then place the Blue, Red, and Yellow Cables in their corresponding slots. (The Blue Cable should be placed in the slot opposite the other Blue Cable, the Red with the Red, and the Yellow with the Yellow) This will restore power to the elevator. Enter the generator area, then open the elevator. Misato will appear, and a brief scene will take place. Once the elevator reaches its destination, make your way through the hall to the double door elevator. Another scene will take place, and a Mantis will break through the floor and attack. Shoot it, and it will fly away, breaking a hole in the side of the elevator. Exit the elevator, and Misato will say that her leg hurts. After she is done talking, you will be free to explore. Start by turning left from Misato and making your way to the cage area, where you will find a box of Ammo and a Drink. Climb up the nearby elevator and you will be in the Computer Room. In the main part of this room you can get a Drink and the LMG Part. If make your way to the back of the room you will find a hallway with an elevator, as well as three boxes of Ammo. You can also go to the room with the Operating Table on the opposite side of the Computer Room, but there aren't any items you can get there. When you are finished, head back down the ladder, continue past Misato, and enter the blue door leading outside. Outside you will find one lone Vampire. As you continue across the side of the Dam, you will notice a small area just before the ladder leading down where a switch to lower another ladder is, but it doesn't have power yet. Continue past it, and climb down the ladder to the next area. Keep going along the path and climb up the next ladder. When you reach the top, enter the next indentation and enter the large door there. Inside there are four Vampires waiting for you. There is also and elevator and a locked set of double doors in this room. Enter the small elevator to the right, and you will come to a large hall. Run through the hall and head down the stairs. At the bottom you will face a purple creature. Continue through the hallway (don't go through the door by the stairs just yet) and kill the next two purple creatures in this hall. There is a box of Ammo and a Drink in this hall as well. Once you reach the end of the hall, enter the next room. Inside you will find two boxes of Ammo, the Grenade Launcher, and the Ammo Machine. (Which can't be used yet.) Once you've collected these items, exit the room and head back to the stairs, then enter the door you passed previously. (The one by the stairs) In this next hallway, there are three Wolves waiting. When you reach the end of the hall, you will see two doors: one a regular door, and one a large metallic one. The smaller of the two is locked, so open the large metallic door and enter the Save Room. In here you will find a box of Ammo, the Map, and a Key Card. After you pick up the Key Card, the Man in Black will appear and another scene will take place. When it is finished, exit the room. Now it's time to return to the room where you first entered this part of the Dam from outside; the area with the elevator and the locked double doors. Head back through the hall where the Wolves were, enter the hall where the purple creatures were, and go back up the stairs. Continue along until you reach the elevator door again. When you are back in the room you first entered this area in, use the Key Card on the double doors. (The ones with the red light next to them.) There is one Vampire waiting in the next room. There is also a box of Ammo, a Drink, and the Map here. Go up the stairs and you will enter a Save Room. There are two boxes of Ammo, Food, and a Bottle of Blue Liquid here. Exit the Save Room through the door, and you will be outside. There is a box of Ammo here. After you have collected these items, head back down the stairs from the Save Room. Once you are back in the other room, make your way around the large "post" in the room. There is an elevator door on the side opposite the entrance to this room, near the windows. Enter it, and you will end up in the Lab. After you reach this area, immediately turn around and head through the opening to the right of the elevator. There are two areas in this section of the Lab. One area contains a box of Ammo and a glowing computer. Access the computer to unlock the large metal door that was locked before. (It will show you which one it unlocks) In the other area is a File, sitting on top of a desk. Now head back to the elevator, but before you do, continue past it and to the right of the giant door to reach another area, where a box of Ammo and some Nitroglycerin are. After you have collected these, head back up the elevator. Make your way back to the area with the elevator and the double doors, and go back down the small elevator that you first entered. You'll notice that the hall here now has five Mantises in it. Make your way to the end of the hall and go through the door the computer in the Lab unlocked. In this hall a Giant Bat will attack you. Enter the first doorway you see in this hall. (It is right after the first turn) Inside are two Mantises and an "Ammo Case" at the end of the hall. Now head back into the previous hall. Make your way to the end of it, and enter the door. Inside this room there is a box of Ammo and a Key Card. After taking these items, head back out into the hall and go through the large metallic door. At this point, an optional "side quest" occurs. You now have the three items necessary for the Ammo Machine in the room on the floor below: the Blue Chemical, the Nitroglycerin, and the "Ammo Case." You can choose to go down the stairs to the hall below now, but be warned, since the purple creatures and Wolves have returned to their original positions. (You can bypass facing the Wolves if you don't need to return to the Save Room where the Man in Black explained the Prophecy, but you will have to face the three purple creatures in the hall to the Ammo Machine Room no matter what) When you return to the Ammo Machine room, just put the three items mentioned above into the Machine, and it will give you a new type of Magnum Ammo. When you are finished, head back up the stairs in the hall where the purple creatures were. Continue along this hall until you reach the elevator once again. Go up it, then enter the double doors leading to the room with the entrance to the Lab. Enter the Lab, and use the Key Card on the huge doors in front of the elevator. Head through the short hallway and enter the door. A scene will take place between Keith and Alicia S. Tiller. When it is done, she releases a new specimen to attack. Actually, there are several of them. Kill these "Children", then enter the door to the right of the entrance. Collect the M82A1 Rifle lying on the desk, then head down the short flight of stairs. Continue past the tables and tubes and enter the next room. Here you can find a box of Ammo, Food, and a Key. Head back the way you came and enter the room where you fought the Children. Now use your Key to open the doors on the opposite side of the room. You will now be in Gells' coffin. Before you can do anything here, three Witches appear, and attack you. A scene plays out. When it is over and you have control over Keith, you will begin the battle with the Witches. They are very brutal, and have many powerful attacks, such as throwing balls of energy, throwing exploding triangles, causing the ground beneath you to erupt in flames, and swooping down to know you over. Make sure you have plenty of health-recovering items with you. The best strategy is to wait until they are preparing to attack you, (make sure they're standing still) then fire with (I prefer) the Magnum. If you fire at the wrong time or while they're flying, you won't hit them. Keep moving throughout this fight, and try to avoid their attacks at all costs. When you have beaten them, grab the Fuse in the middle of the room, then head back into the Lab. Backtrack your way to the elevator, go through the double doors, and head back outside to the side of the Dam. Continue along the path to where you left Misato earlier. At the last area before Misato, there will be one of the Children waiting to attack. Kill it, then enter the next room. As soon as you do, an alarm will go off, signaling that the Dam will explode. Misato will then appear, and she and Keith must escape together. Make your way to the glowing red Fuse Box, near the caged area where the ladder leading to the computer room is. Place the Fuse inside the Box, and it will restore power to the switch that will activate the ladder outside. Make your way back outside, and enter the small indentation right before the first ladder leading down. Flip the switch to lower the ladder. You are now at the end of the game. Make sure you have the necessary weapons (I just used the Magnum, but you may want to bring more) and a decent amount of healing items. There aren't any more Save Rooms beyond this point, so if you must, return to one of the two Save Rooms inside the Dam. When you are ready, head up the ladder. Once you reach the top, two Children will attack. Deal with them, then continue through this hall until you reach another ladder. Go up it, and two more Children will be waiting outside. When you are finished with them, enter the metal door at the end of this area. Continue across this next section and enter the door with the Parking sign above it. As soon as you do, the final fight begins. The Witches will appear again in another cinematic, and you will be forced to fight them again. They use the same attack patterns as they did before, so use the same strategy as before. However, this time you must fight them with a five- minute time limit. If you do not defeat them within the allotted time, you will be forced to face Gells. But if you do beat them before time runs out, you will see the final cinematic and the game will be over. However, if you do have to face Gells be prepared for a tough fight. Gells attacks in several ways: either by clawing, firing lightning bolts, shooting balls of energy, or a "disruption" attack that causes the background to swell. During this fight it is best to stay as far away from Gells as possible, and keep moving. When he charges at you, he is going to claw at you. Run away, then fire at him. More than likely he will then attack with the lightning or balls of energy. Keep moving, and fire at him whenever you get the chance. I found the Magnum to be the best weapon to use against him. After a substantial amount of hits, Gells finally erupts in a ball of light and fire. Congratulations! You have beaten the game! The final cinematic plays out, then the credits roll. At the end of the credits you will receive a rank. If you get an S Ranking, and you played the game on Normal difficulty, you will get Special Story Mode. Be sure to Save it to a Memory Card! (The file name will appear green) Enjoy Special Story Mode and the rest of the extra features the game has to offer!