painkiller guide - walkthrough
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| PAINKILLER GUIDE / WALKTHROUGH |
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Guide author: Useless
E-mail: [email protected]
Guide version: 1.10
Game version: 1.0
System: PC
Copyright: Useless 2006
This entire document is (c) 2006 Useless. All trademarks are property of
their respective owners. No section of this guide can be used without my
permission. This includes, but is not limited to, posting on your website,
making links to my guide, including parts of my guide in your own, or makingreference to any material contained within.
Please do not email me to ask for permission to host this guide, as I will
be unable to give it to you. I don't have enough time to manage and upload FAQ
versions at any sites other than the two listed below. These sites are
therefore the only ones permitted to host this guide:
GameFAQS.com
NeoSeeker.com
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TABLE OF CONTENTS\-----------------/
1. INTRODUCTION
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1.1 INTRODUCTION
1.2 USING THIS GUIDE
1.3 CONTACT ME
2. GAME
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2.1 MENUS2.2 MOVEMENT AND COMBAT
2.2.1 MOVEMENT
2.2.2 COMBAT
2.3 GAME FEATURES
2.3.1 WEAPONS
2.3.2 PICKUPS
2.3.3 HAZARDS
2.3.4 SECRET AREAS
2.3.5 MISCELLANEOUS
2.4 TAROT CARDS
2.4.1 GOLD CARDS
2.4.2 SILVER CARDS
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2.5 MONSTERS
3. WALKTHROUGH
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3.1 - LEVEL 1/1 CEMETERY
3.2 - LEVEL 1/2 ATRIUM COMPLEX
3.3 - LEVEL 1/3 CATACOMBS
3.4 - LEVEL 1/4 CATHEDRAL
3.5 - LEVEL 1/5 ENCLAVE
3.6 - LEVEL 2/1 PRISON3.7 - LEVEL 2/2 OPERA HOUSE
3.8 - LEVEL 2/3 ASYLUM
3.9 - LEVEL 2/4 SNOWY BRIDGE
3.10 - LEVEL 2/5 TOWN
3.11 - LEVEL 2/6 SWAMP
3.12 - LEVEL 3/1 TRAIN STATION
3.13 - LEVEL 3/2 ABANDONED FACTORY
3.14 - LEVEL 3/3 MILITARY BASE
3.15 - LEVEL 3/4 RUINS
3.16 - LEVEL 4/1 CASTLE
3.17 - LEVEL 4/2 THE PALACE
3.18 - LEVEL 4/3 BABEL
3.19 - LEVEL 4/4 FOREST3.20 - LEVEL 4/5 TOWER
3.21 - LEVEL 5/1 CITY ON WATER
3.22 - LEVEL 5/2 DOCKS
3.23 - LEVEL 5/3 OLD MONASTERY
3.24 - LEVEL 5/4 HELL
3.25 - FROM NIGHTMARE TO TRAUMA
4. CONTRIBUTORS / CONTRIBUTIONS
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5. VERSION HISTORY / UPDATES
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| 1. INTRODUCTION |
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1.1 INTRODUCTION
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Welcome to my Painkiller guide. This is my sixth guide, and since I was
getting tired of the format I used in my first five I decided to change it to
some sort of barbed wire thing. Not quite convinced it works, but it's meant
to suit the feel of the game. Or something. Who cares.
Before I go on: if you're reading this guide for no other reason than to get
help with secret areas, please skip to section 2.3.4 now.
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My guide to Painkiller's expansion, Battle Out Of Hell, is available at the
usual two sites.
---
In Painkiller you play the role of generically named Daniel Garner, who gets
killed in a car crash along with his wife, Catherine, in spite of having the
requisite stubble, dark hair, leather jacket and pissed off facial expressions
you'd expect of any car crash survivor. Daniel spends thirty years battling
countless demons in limbo, until Sammael, an angel from Heaven and a hot
basketball prospect, offers him a chance to redeem his sins and escape fromhis torment. Daniel could also be reunited with his wife, who after thirty
years of waiting could reasonably be expected to have shacked up with someone
else by now. But anyway.
Daniel only has to do one piddling little thing to get his afterlife sorted
out once and for all. Fight his way through over twenty of Hell's realms -
which, by the way, are all based on things which can be found in human
civilizations - in order to rid the place of four of Lucifer's horriblest
generals, not to mention Lucifer himself. Because, frankly, demons of their
sort are just not welcome in Hell.
There are certain things Sammael isn't telling Daniel; such as whom to trust
and whom not to trust, where Daniel's supposed to go, and where Sammael getshis hair done.
Daniel will have to figure these things out with the help of the people he
will meet along the way, be they friend, foe or barber. So get on with it.
---
Painkiller is not a complicated game. You run, you shoot, they die. The game
it reminds me of most is not Doom or Hexen, but a game called Smash TV which
used to be on the SEGA Mega Drive years and years ago. The premise of Smash TV
was that you got locked in a room on your own (topdown view) and you ran
around backwards with your finger pressed on the firing button while tons of
enemies swarmed mindlessly at you. You erased everything from one room and you
moved onto the next. And that was it.
You might not run around backwards quite so much in Painkiller, but there is a
lot of moving from area to area, eradicating everything you see until the game
lets you move on. The only requirement for being able to complete this game is
an ability to point your crosshairs at monsters and fire at them until they
die, while simultaneously avoiding death yourself. If this sounds like
something you might find entertaining then please read on - I was pleasantly
surprised by how cool this game is, and hopefully this guide will help other
people appreciate it too.
---
I've loved FPS games ever since I first played Doom, and I've spent far, fartoo much time playing past greats such as Heretic, Duke 3D and Thief. Merely
for the sake of it, I've decided to list here the games that Painkiller
reminds me of, and has probably borrowed from - if you like or love Painkiller
then you will definitely want to check out some or all of the following games:
Doom
Duke Nukem 3D
Halflife
Heretic
Hexen
Quake
Return To Castle Wolfenstein
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this guide is now closed and will not be revised again, unless only to make
corrections.
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| 2. GAME |
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2.1 MENUS
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Before you begin playing Painkiller you'll probably want to customise it so
you can get the most out of it. Here are some notes on things you might want
to look at in the Options menu.
CONTROLS > General
------------------
Arrange your keys so that they are pretty close together - this will make it a
lot easier to manoeuvre through the game.
You can pretty much ignore the next / prev weapon keys, as they are far too
sensitive.
Make sure you put distance between your quicksave and quickload keys - the
defaults are fine. This is in case you accidentally hit one when you're trying
to hit the other. Quickloading when you don't want to is not fun.
Mouse sens. was a bit high for me - I put mine down to 33, though this is
subjective and depends on your style, make of mouse, etc.
For once in a FPS game, mouse smoothing is a good thing.
CONTROLS > Advanced
-------------------
Assign a number key to each of your weapons and select them this way during
the game. I recommend making the electrodriver number four instead of five, as
it's the fourth weapon you'll find in the game.
Make sure you have a key for the flashlight, and remember what it is. The gameoften turns the light on automatically in certain dark levels and areas (eg.
Cemetery, Asylum), but your game tends to suffer from frame loss while the
flashlight is on, so you'll want to be able to turn it off. If your game is
slow, it might be because of the flashlight.
CONTROLS > Weapons
------------------
Configure your primary and secondary weapons for yourself in here; though I
suggest you swap the chaingun and rockets around, so that the chaingun is the
primary.
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Turn off Pickup Priority if you don't want the game to automatically switch to
every weapon you pick up.
HUD
---
Take headbob all the way down to 0, as anything else will affect your aim
while moving. Plus it just looks bloody stupid.
I tend to go with a bright green cross for a reticle, as this colour is
probably the easiest to see against Painkiller's background colours.
SOUND
-----
Turning off battle music will allow you to hear the sound effects and great
ambient music better; but leaving it on will give you advance warning every
time you're under attack. Now that I know from long experience where every
enemy is I tend to turn if off, but suit yourself.
VIDEO
-----
This is where to sort out any speed issues you're having. The lower the videosettings the faster the game will play. Just don't disable stuff if you don't
have to, because Painkiller is a good-looking game and you'll want to
appreciate it.
Some levels and areas are much more likely to slow up than others. The rule
is: the more polygons on screen at once the slower the game will move. So big,
wide open areas with falling rubble, monsters everywhere, weather effects,
lots of buildings standing around the periphery - these areas will move pretty
sluggishly if, like mine, your computer is not quite up to the task.
Three of the bosses' arenas are also pretty dodgy at times, since there's a
lot going on and the boss sprites are so enormous. Try to find a nice balance
between looks and speed, though this depends on your own system.
____________________________________________________________________________________________________________V1.7 CONTRIBUTION_______________________________
jetscope
"in the beginning, when you're explaining about the video settings, you say
that the boss sprites are really big. Actually, the bosses use models, not
sprites - sprites are two-dimensional (they have only one side and rotate with
your view), as opposed to models, which are fully three-dimensional. Doom used
eight main sprites for each enemy, to create the illusion of them being three-
dimensional - when you walked around them, different sprites switched on and
off."
-=#=-
Yep, I remember that from Doom. I also remember thinking "how clever!". I was
young and foolish then; now I'm less young and more foolish. Doesn't seem
fair.
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2.2 MOVEMENT AND COMBAT
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This section is here to help any new players deal with the basics of
Painkiller - how best to move through the levels and kill the monsters
populating them.
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| 2.2.1 MOVEMENT |
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Movement is important in combat - covered below - but it's also vital for
progression through each level. You will encounter plenty of obstacles
in this game: some can be ignored; some will need to be overcome to proceed;
some will let you reach secret areas or bonuses.
It's easy enough to jump over small gaps, or to aim to land on sloped areas
while dropping through the air to avoid taking damage, etc. But other barriers
are more complicated, and you'll need to practice certain things before you
can get by them with ease.
For example, some ladders are buggy and they will only let you climb on at a
certain angle. Some conveyances move while you are standing on them, and
you'll have to compensate in order to avoid falling off. Some routes are verynarrow and can cause you to slip off either side, meaning you'll have to go
all the way back to the start and try again.
It's important to know how to jump properly. It's not quite as simple as
jumping forward or sideways and then landing. There are a couple of other
factors: one is that you slide a little when you land after a moving jump, so
if you land on an edge you could well fall off; another is that if you jump
forwards off an edge and press backwards at any point of the jump, you will
suddenly stop moving forwards and simply drop straight down. This is good if
you need to land on a certain spot underneath you, but bad if you mistime it.
Quick-jump:
The most important thing to know about is the quick-jump (my name for it -dunno if other people have a different term). To quick-jump you just keep
running and jumping, but press jump every time you land, so that you do a
series of long skips in quick succession (remember this from Thief: The Dark
Project?). You get a great speed and distance increase, you can get past any
nearby enemy before its melee attack has a chance to hit you, and quick-
jumping can also let you jump up slopes and ledges to reach places which
normal jumps can't.
Try to jump onto a low, sloped ledge with just a normal jump. If the ledge is
too high you won't make it, but if you quick-jump onto it you can get all the
way to the top. There is a great example of the difference between jumping and
quick-jumping in the Docks level: there is a part of a crane which is almost
vertically sloped - one normal jump would barely let you get off the ground,but if you quick-jump onto it and keep pressing jump while you move up, you
can reach the very top.
Quick-jumping off an edge can let you soar a great distance to reach a ledge
opposite; whereas one normal forward jump would never be able to scale many of
the gaps in the game.
Throughout this guide I refer to quick-jumps; and also standing quick-jumps,
which is my term for the quick-jumps you have to do when you have no space for
a run-up. To do a standing quick-jump you just jump straight upwards and then
press forwards and jump as you land - this lets you do a forward quick-jump
which will reach farther than a normal forward jump.
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If ever you find yourself unable to reach a certain area, try experimenting
with the quick-jump. Every single level has places where quick-jumping will
greatly benefit you, and most secret areas are only accessible through quick-
jumping.
Directional arrow:
The arrow at the top of your HUD points to the nearest enemy. When there are
no enemies left in the current section, it turns red and points to the next
checkpoint.
When there are still some enemies remaining in the current area but none of
them are near enough, the bloody thing breaks and points due north. This means
that you're going to have to hunt in every corner until you find those hidden
monsters and kill them off, at which point the arrow should work again.
The tiny red arrows above or below the main arrow tell you whether your target
monster or checkpoint is laterally above or below you. So if you're on a cliff
and the arrow has a red arrow under it, you'll have to get all the way down
the cliff until the small red arrow disappears and you know you're level with
your objective.
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| 2.2.2 COMBAT |
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The most important thing to learn if you want to stay alive right to the end
of Painkiller is that you have to keep moving while in combat. Unlike in
certain other FPS games, Painkiller's monsters are almost totally inept at
hitting moving targets, even at Trauma difficulty.
If you want to just stand still and fire you will find it easier to hit the
monsters teeming around the place, but you yourself will be much easier to
kill. You can often find vantage points where the monsters can't reach you (at
least the melee ones), and you can get sniping or chucking grenades down ontheir heads.
However, the majority of the combat will come in areas where you'll have to
run around constantly, keeping out of the way of any monsters while doing your
best to create big problems for any chasing you.
Running is good, but quick-jumping is unparalleled when it comes to avoiding
enemies. No monster who moves along the ground is as fast as you while you're
quick-jumping.
Avoiding missiles is a little more difficult than avoiding melee attacks, but
all missiles in the game fly in horizontally straight lines (some arc through
the air but none can change direction), so predicting their flight paths iseasy. Some are faster than others (zombies' missiles are much slower than
vamps'), and some have limited range (they'll evaporate before reaching you if
you put enough distance between you and the monster firing at you).
Use your weapons intelligently. Using stakes against big groups of skeleton
soldiers is just dumb - break out the rocket-launcher and remove them all with
just three or four rockets. Use instant-hit weapons like the shotgun and
chaingun against fast-moving monsters. Quick-jump around in circles, drawing
lots of monsters into one tightly-packed group so that they're easier to take
out at once with a few grenades.
Use as much cover as possible too. Let monsters come to you if you can,
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letting them walk around a corner and into a shotgun blast or a burst of the
electro. You don't have to run around in big open areas where you're
vulnerable: peek around corners instead and eliminate one monster at a time.
Hide behind non-explosive objects and shoot out the explosive ones when the
monsters get near them.
Basically, just think about the monsters you're meeting and the area in which
you're meeting them. Gain any advantage you can by using the terrain, and
remember each weapon's capabilities and each monster's vulnerabilities.
Strolling around mindlessly while you empty your shotgun is not a technique
conducive to easy completion of this game.______________________________________________________________________________
_______________________________V1.8 CONTRIBUTION______________________________
Thomas Tarpey
"if you are about to be trapped by melee creatures (the skeleton troopers from
the Train Station and Abandoned Factory, for example) you can bunny-hop
(quick-jump) onto the monsters - it'll give you a much larger jump than a
regular quick-jump, one large enough to even get you onto a building if one is
close enough, and certainly big enough to get you out of the group."
-=#=-
Nice trick, I don't know why I didn't think of this :)
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2.3 GAME FEATURES
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This section describes most of the things you're going to find in the game, as
well as how to use, destroy, or avoid them.
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| 2.3.1 WEAPONS |
\===============/
Painkiller has five weapons for you to eradicate beasties with, and each
weapon has two modes of fire (the painkiller and electrodriver have three).
Once you pick up a weapon it will stay in your arsenal from then on, which
includes being carried over into future levels. Even if you don't pick up a
weapon when it first occurs, you will be given it in the next level. For
example; the rocket-launcher appears for the first time in the Train Station,
but you can avoid it and yet still be carrying it from the beginning of theAbandoned Factory.
The weapons each have primary fire and secondary fire, but each will activate
only if you carry the appropriate ammo.
It's important to know not only which weapons to use in each level, but which
to use in each section of each level. You may find yourself swapping weapons
constantly in each map, once you learn where the monsters are and what the
level's layout is.
---
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PAINKILLER
----------
The painkiller is your default weapon - you have it from the very start of the
first level and onwards.
Primary:
The primary mode of fire creates a whirl of blades spinning in front of your
face, which can cause severe damage to any monster who tries to hit you in
melee combat. As cool as it looks, this is only something to fall back on whenall else fails, such as when you're trapped in a corner. The best way to use
the blades is to hold down the fire button and strafe your enemy in circles,
hitting him on his sides and back before he has time to react.
The blades can also be used to quickly reposition certain indestructible
objects found in the game, which is easier than simply pushing the objects.
Secondary:
This launches the killer, a warhead which flies straight ahead until it
impacts on a wall, object or monster. If it hits an object the object will
explode.
If it hits a wall (within a certain range) the killer will stick to the wall,
and then, when your crosshairs are pointing roughly at it, a yellow beam will
be drawn between your hands and the warhead. This beam will cause damage to
any monster passing through it, even killing the weaker ones altogether.
If the warhead hits a monster before it hits anything else, the monster will
take damage and the warhead will return to your hands. Sometimes the monster
will be thrown in the air, taking damage or dying; sometimes the monster can
be thrown far across an area, though this only happens if you hit it over a
great distance with the warhead. This feature is useful to spring otherwise
unreachable enemies in close, so you can finish them off and collect their
souls.
Don't ignore the killer - it is a fantastic weapon, and also the mostsatisfying to become good with. Later in the game you will get tarot cards
which allow you to deal double or quadruple damage, and the warhead is
fantastic when used in conjunction with such cards. Plus you'll save a lot of
ammo.
The killer has another use in relation to gold - see section 2.3.2.
______________________________________________________________________________
_______________________________V1.5 CONTRIBUTION______________________________
Earnest Shadie
"The painkiller weapon has three modes. (1) Hold primary fire, spins primary
blades. (2) Secondary fire, fires killer warhead. (3) Secondary fire whileholding primary fire, launches spinning blades for a short distance then
returns ah-la boomerang in Zelda."
-=#=-
Nice one, I never knew about this at all.
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_______________________________V1.7 CONTRIBUTION______________________________
Saraphan
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"World-objects that are moveable using the secondary fire of the painkiller
weapon, can act as a sort of catapult or personal elevator. Examples of such
objects are the cart in the beginning of the Town level, the light fittings at
the Train Station level, but rubble from destroyable objects also work (but
they disappear so you have to act quickly). Stand on the object in question,
and hit the middle of the object with painkillers secondary fire (the killer
part). If the object you're standing on is very small and light, you might get
catapulted upwards immidiately. If it's a heavier object, just reapeatedly use
the secondary fire and notice how the object carries you upward (or sideways
if you didn't hit the middle of the object). Using this method, you can get tosome secrets areas in an unconventional way, or reach areas that are otherwise
unreachable. This trick is rather hard to to control and the practical use of
it is minimal, but it can be fun to play around with regardless.
Depending on the object, you hardly bob up or you can reach the ceiling of the
level (in outdoor levels) but the height of the jump is very unpredictable and
I can't seem to get all the influencing factors thought out. Like I said, tiny
objects may launch you up high with a single shot. Using one of the tiniest
pieces of the rubble coming from the strange cube-shaped thingies (when you
destroy them) in the cathedral level, I managed to catapult myself on the
ledge with the holy item. So yes, it may be practical in that situation. Since
there are several of them objects, you have several tries. I tried the same
thing with the chunks of pottery on the bottom of the same area in order toget on the ledge where the superhealth lies. I wasn't able to pull that one
off. Perhaps it's the shape of the pottery, or perhaps I just had to try
harder (read: longer) but I'm pretty sure you just can't catapult yourself
that high.
It is, however, possible to get that high with other objects. For example, the
cart in the beginning of the Town level can get you to great heights (if
you're good and lucky). Because it's larger and you can actually step inside
of it, it won't slip from under your feet so easily. Shooting it continuously,
I managed to get on the balcony in the very first area where the cart lies. I
also managed to get over the right wall (immidately to your right when you
start the level and face the enemies in the second area). There's nothing
special there, but many gamers experience a small thrill visiting areas that
weren't meant to be visited. I also managed to get to the first secret areausing the cart (using my way, not yours :P). I didn't try any more, but the
cart might actually take you to some nice places.
In the train station level, you can reach the superhealth on the ledge where
the maso commando is using 'my' trick on the light fittings. With some
practice, this is actually one of the easier ones since the fitting doesn't
dissappear and you have relatively few choices of shooting it (aim down as far
as you can, and make sure the killer hits the middle of the fitting and shoot
repeatedly. You may have to move around a bit to get the balance as well as
your direction right.). You can also use this trick fairly easy to get the
holy item atop of the room that appears to be some kind of cantina (lot of
tables lying around)."
-=#=-
I tried this in the Town, bouncing up and down on the first cart, and I
managed to send it right over the wall and into oblivion, which wasn't much
good. I can see how this would be very useful for reaching quite a few
secret areas in the game, though I'd stress that none of the secrets are
unreachable without it. If you practice with it it could do you big favours,
and anything that helps people reach tough areas is surely a good thing.
Good luck in the Forest though, har har...
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SHOTGUN / FREEZER
-----------------
This is a useful weapon, available from the first level of the game. It never
stops coming in handy, and you will probably use it a lot until you get the
chaingun.
Primary (100 ammo):
This is the shotgun and it's pretty basic. Point and fire it at close tomedium range and it will drop most of the lesser minions and severely
discommode many of the bigger guys. If the monster is close enough when you
hit it, the shotgun blast can thump it backwards into the air, gibbing its
remains all over the place.
It's probably the most efficient weapon in terms of how much ammo it can
carry, and its only downside is that it's virtually useless at anything
greater than medium range. Its spread becomes much narrower when you are
carrying a quad damage, however, which in turn increases the shotgun's
accuracy.
Secondary (100 ammo):
This is the freezer, blatantly nicked from Duke Nukem (though improved upon as
well), and it's the weapon to go to when nothing else seems to be working. All
the non-boss monsters in the game can be frozen with just one shot, leaving
them very vulnerable to a simple blast of the shotgun or a few rounds of the
chaingun.
The freezer has a horribly slow reload rate, but it's not often you'll be
using it anyway. Most of the monsters just don't need to be frozen for you to
take them down. If you run out of freezer ammo then you're over-using it.
The freezer is useless against bosses and mini-bosses.
STAKEGUN / GRENADE-LAUNCHER
---------------------------
This is the closest thing you'll get to a sniper rifle. It becomes available
in the Atrium Complex level.
Primary (100 ammo):
The stakegun is the second best long-range weapon in the game, but it's the
most satisfying one to score hits with. Its reload rate is slow, so don't rely
on it in close-range melee battles; but one stake can impale and kill all but
the most powerful enemies, which does you a favour when you're trying to
conserve ammo for your other weapons.
The stakes can often stick enemies to the walls or spear two monsters at atime. The stakes will burst into flames during flight if your target is far
enough away, doing more damage and therefore making them more effective at
destroying far-off monsters than closer ones.
The stakes fire in parabolic arcs, so you do have to adjust your sights and
aim just above your target. The quad damage removes the stakes' flight arc
and lets you fire them in straight lines, which comes in handy once or twice.
Secondary (100 ammo):
The grenade-launcher is probably going to be the most overlooked weapon in
your arsenal, with the possible exception of the painkiller. It becomes a
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little redundant when you finally get a hold of the rocket-launcher; but the
grenade-launcher's reload rate is surprisingly quick, and it often pays to
dump several grenades into groups of enemies, rather than just one at a time.
I recommend it be your first choice weapon against bunches of templars.
The grenades bounce off walls and objects before exploding (though they
explode on impact with a monster), so make sure they don't bounce back and
smack you in the face. Unfortunately, their range is pretty limited, though
the splash damage is of course considerable. The grenade-launcher uses the
same ammo as the rocket-launcher, so try not to go overboard with the ammo.
_____________________________________________________________________________________________________________V1.10 CONTRIBUTION_____________________________
rofl pwn
"When you have the stakegun equipped, if you shoot a grenade and time it
right, you can hit the grenade with a stake from the gun and it makes your
steak explode wherever it hits. It's not too useful because of the timing
involved, but I thought I should let you know about it to help improve your
guide."
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________
CHAINGUN / ROCKET-LAUNCHER--------------------------
This is pretty certainly the most effective and efficient of your weapons.
There are very few situations that this weapon can't handle on its own. It's
just a pity that you get it so far into the game, but I guess that's the point
- it's too powerful for the early levels. It first appears in the Train
Station.
Primary (100 ammo):
This is the rocket-launcher, though I suggest you swap it to secondary.
Anyway, it fires rockets fast and in straight lines, and the rockets explode
on impact with anything. The reload rate is really good, and you can get great
results against groups of minions by firing the rockets at the ground in themiddle.
Be careful with the rocket-launcher, as it's the weapon most likely to do you
return damage if your target is too close. It's not a close-range weapon, so
whatever you do don't use it as one. On the other hand, it has a limited
range, and the rockets will just burst harmlessly once they've gone a certain
distance without hitting anything.
There's a bind available in the Controls menu for rocket-jumps, but they only
ever seem to shoot me in the feet. If the bind works for you then it might be
worth adding it to your repertoire, though as far as I know there are no
secret areas which can only be reached by rocket-jumping, so you'll never need
it in single-player.______________________________________________________________________________
_______________________________V1.7 CONTRIBUTION______________________________
Saraphan
"Using the rocketjump hardly bobs you upward, but it does hurt you a lot -
don't use it... in singleplayer! In multiplayer, the rocketjump certainly can
be useful. Using the rocketjump key, you make a big jump but it does hurt you
a little. Not as much as with SP, though. Strangely, using the primary fire of
the rocketlauncher does not get you as much height as the rocketjump key. I
suspect the rocketjump key means both a jump and shooting a rocket. For that
reason, jumping and using the rocketjump key at the same time does not get you
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any higher. So for best results, just walk or run, aim downwards and press the
rocketjump key."
-=#=-
Meh. Knew it wouldn't work in single-player. Sod it.
______________________________________________________________________________
_______________________________V1.7 CONTRIBUTION______________________________
Secondary (500 ammo):
The chaingun, the best weapon in the game. There's nothing this thing can't
do, other than take out more than one enemy at a time. It has unlimited range,
tons of ammo, extreme accuracy, fantastic reload rate, no return damage and
even cool sound effects. Combining this thing with certain tarot cards can
transform you into a one-man death machine, especially versus bosses.
You'll find that the freezer is better for certain high-level enemies, but I
would otherwise recommend the chaingun for just about every combat situation
in the game.
ELECTRODRIVER
-------------
This is one of those weapons that polarise opinion - you'll either use it as
much as possible or forget all about it until your other weapons run out of
ammo. You can find it in the Snowy Bridge.
Primary (250 ammo):
The driver's shurikens are like chaingun rounds, but without a lot of the best
features. Reload rate is slower; range is far from unlimited; ammo is at half
the capacity; perfect accuracy, but why use the driver when you can use the
chaingun? Great against bones and maso commandos though, especially if you can
get a quad damage, at which point your shurikens will explode on impact,
dealing even more damage.
Secondary (250 ammo):
The electro is the better half of this weapon, and should not be ignored if
you find yourself surrounded by melee enemies. In fact this is the best weapon
versus large groups of monsters running at you - even better than the
chaingun, as you can take out multiple minions at once without having to be
accurate at all, though you do have to be very close for the electricity to
reach them.
The ammo capacity is pretty decent, since you won't need to use the electro
very often, so you should always have the ammo available when you do need it.
The electro is also the one to use against those tough guys at the back end of
the game, especially if you've run out of freezer rounds. This is particularlytrue at the beginning of The Palace.
Electroburst (10 ammo):
Like the painkiller, the electrodriver is set apart from the other weapons
by virtue of its special attack feature: you can dump an electrically
charged shuriken into a group of tightly packed enemies (make sure it hits
one of them - if it hits a wall or the floor it will stick there for a
while, acting like a landmine), and watch the pathetic minions spark and die
on the deck. This is immensely useful against every single type of non-boss
minion (well, except witches).
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To launch a special shuriken, hold down the secondary fire - electro - and
press the primary to fire the shot. It takes a while to recharge, uses 25
shuriken ammo rounds at once (hence the 10 shot limit), and is useless if it
misses the monsters. Use with caution, but keep it in mind as an option. And
don't go too near any dying enemies quivering and sparking on the ground, or
you'll take damage.
DEMON MORPH
-----------
I've lumped the Demon Morph in with the standard weapons because it isbasically a weapon, with the souls of your enemies as its ammo. Collect 66
souls (or 50 if you have the Dark Soul card equipped) and you will
involuntarily transform into an indestructible juggernaut. All enemies
(including minibosses) become killable with just one shot of your weird,
ranged energy blast attack, and you cannot take any damage from anything
except Lucifer and his attacks (unless you're daft enough to jump into
oblivion or water).
You will see everything in black and white while Morphed, which makes it
difficult to see the souls of the enemies you are killing; though living
monsters are easy to spot, glowing bright orange.
The Demon Morph will wear off after about thirty seconds, at which point youwill have to collect another 66 (or 50 with Dark Soul) to reach another Morph.
You can collect souls while Morphed, which helps a bit.
Unless a tarot card condition demands otherwise - as some do - you should try
to plan your Morphs to coincide with your entrance into areas where you're
going to meet a lot of enemies. Using a Morph in an empty hallway is a total
waste, so try to avoid any stray souls which will push you over the limit, and
control your Morphs to maximise their effect in each level.
I've encountered a bug (only once) in the Abandoned Factory, where I Morphed
and then quickloaded. When the game was reloaded my FOV (Field Of View) was
extended the way it is when you're Morphed, even though I wasn't Morphed on
reload. To fix this I just reloaded while not Morphed, and the FOV sorted
itself out again.
------------------------------------------------------------------------------
/===============\
| 2.3.2 PICKUPS |
\===============/
Painkiller is littered with things you can pick up to help you progress
through each level.
---
GOLD----
The only purpose of gold is to allow you to mess about with your tarot cards
between levels. Gold is less important if, like me, you never use gold cards,
though you'll definitely want to use the silver cards. The more gold you pick
up from each level the easier it will be to manipulate your cards. Gold will
vanish from the ground after a while, so pick it up when you see it.
Gold is most important in level 1/4 Cathedral, as collecting 500 gold from
that level will unlock the tarot card.
Gold can be collected by smashing breakable objects and then running over the
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coins scattered on the floor. The game uses each coin to represent any amount
between 1, 2 and 3 (I think); so you may pick up 6 coins but find yourself up
by 15 gold.
______________________________________________________________________________
_______________________________V1.3 CONTRIBUTION______________________________
Tiit Teder
"Hi! I just read your walkthru. In the gold section,You say, that special gold
are spawned randomly, but it isn't. These random times are,when You hit them
hard with a granade or a rocket. And you can get up to 4 pieces of specialgold per body. When they die,hit them rapidly with the PAINKILLER weapons
secondary fire and gold keeps appearing."
---
Thanks for this, as I believed they were purely random. I was amazed to
discover that this actually does work - I hardly use the painkiller, so maybe
that's why I never found this out earlier. The most I've ever gotten out of
one body was two trinkets, but if someone wanted to take the time to bounce a
lot of corpses around then they could really rake in the gold.
______________________________________________________________________________
_______________________________V1.3 CONTRIBUTION______________________________
Once in a while you will find special gold items lying around, dropped by a
vanquished enemy (who of course normally wouldn't drop gold). They'll look
like gold circlets or bangles, and they're worth 20 gold each. You'll know
when you've picked one of these up, because there will be '+20' or '+40' or
whatever, written in grey after the gold count in your stats window - 20 gold
per trinket.
HOLY ITEMS
----------
These are always hidden in secret areas, and are shaped as either crucifixes
or cups. They glow a golden colour, and you can see them easily even at a
distance.
Each holy relic will give you 100 gold upon pickup, though they're usually
hard to find or reach.
AMMO
----
The game contains boxes of ammo for all weapons except the painkiller, and
each type of box is pretty distinctive from the others. See section 2.3.1 for
more information about weapons and ammo capacities.
Ammo also comes in megapacks - big boxes which give you small amounts of ammo
for each weapon (though not beyond capacity).
SOULS
-----
Green souls are dropped by all killable minions, and each one will boost your
health by 1 point. As far as I know, souls ignore your base health limit, so
if you start off with 250 health (health pickup max) and then collect 50 souls
your health will be a huge 300. I'm unaware of whether there is an upper limit
on the amount of health souls can give you, but I've managed 415 health and
190 armour in City On Water.
Like gold coins, souls will disappear after a few seconds, so pick them up
while they're available.
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Some monsters - lepper monks, executioners, skulls, minibosses - drop red
souls instead of green ones, and these rare pickups will give you an extra 6
health points.
Bosses don't drop souls, and neither do ghosts (which can't be killed anyway).
Some minibosses do drop souls, and these are always red.
Picking up 66 souls will allow you to Morph into a Demon: see section 2.3.1
for information on the Demon Morph.
HEALTH
------
There are two types of health pickup (other than the souls).
One is a swirling ball of pale gold, and it will give you a half-decent boost
to your health points, up to base level.
The other is the super-health, a swirl of green and red resembling a soul.
This will give you 100 health up to a maximum of 250.
ARMOUR
------
Armour comes in three types: the light armour will set your armour rating to
100; the medium will set it to 150; and the heavy sets it to 200.
Try not to pick up armour or health if you don't currently need it. If you
have 150 armour and you've just found a heavy armour, wait until your 150 is
mostly gone, then come back for the heavy armour later. This is much more
efficient than wasting the heavy for the sake of 50 extra armour points.
QUAD DAMAGE
-----------
You won't find this very often - it only appears a few times around the last
few levels in the game. It's a big skeleton helmet thing with glowing eyes,and it will quadruple the damage you do for about thirty seconds, while
surrounding your HUD with a red border.
The quad damage makes stakes fire in perfectly straight lines; shotgun blasts
much narrower for greater accuracy; and gives shurikens an explosive
component.
______________________________________________________________________________
_______________________________V1.7 CONTRIBUTION______________________________
Taylor
"I've got additional info about how certain weapons are different when you
have the quad-damage powerup.
Painkiller: With the killer stuck in the wall, the energy beam allows you to
be pointing at it very loosely; I think about 70 degrees off, instead of
about 10.
Chaingun/Rocket Launcher: Rockets travel at about 1.5x speed."
______________________________________________________________________________
_______________________________V1.7 CONTRIBUTION______________________________
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________
Kelsey K
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"[When using the Quad Damage] The Electroburst special attack of the Electro
Driver uses 75 electricity and no shurikens. I find it's best to shoot it at
the ground underneath a group of enemies or on a wall next to them because if
you do hit a monster the "mine" disappears with the corpse.
With the quad damage pickup or card activated (weapon modifier), the grenade
launcher shoots incendiary grenades."
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________
------------------------------------------------------------------------------
/===============\
| 2.3.3 HAZARDS |
\===============/
These are all the things in the game that aren't monsters but can still do you
damage.
---
FIRE
----
Fire occurs in various places, but it's more dangerous in some places than in
others. Some fire won't harm you at all (eg. torches); some fire will do you
gradual damage for as long as you are standing in or next to it (eg. molotov
cocktails); and certain other fires will kill you immediately, no matter how
much health you have (eg. flames from the tops of the exploding tanks in the
Abandoned Factory).
Just avoid it in general and you should be OK, though baiting chasing monsters
into a burning molotov cocktail puddle is never a bad idea.
EXPLOSIONS
----------
Explosions can be caused by a few things, but they're almost always a result
of having shot out some barrels or ammunition boxes or gas tanks or whatever.
Don't be near any of these things when they're going off, though drawing
monsters in close can do you a favour and save you some ammo.
There are lots of objects you can explode in the game, such as barrels,
fireworks, ammunition boxes, and so on. Most will drop gold once they've been
burst, and certain other unique objects must explode in order to let you
progress through the level.
RUBBLE
------
You won't encounter much rubble in the game, but avoid it when you do. Falling
rocks hurt and falling pillars and masonry hurt more. Bosses are fond of
piling rubble onto your head, so keep an eye out for it.
MECHANISMS
----------
You'll only meet these occasionally, mostly in the Military Base, and they
consist of gun turrets, mortar platforms and moving tanks.
The turrets sit in corners of the ceiling and you'll have to figure out where
the chaingun fire is coming from to take them out. One shotgun blast is
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enough.
The mortar platforms are ranged around large outdoor areas and they fire
arcing shells at your present position. They have limited range but can do a
lot of damage - keep moving and keep your distance and the shells are easy to
dodge. The platforms themselves take five or six rockets before exploding, and
look out for the souls of the dead monsters who were controlling them.
The tanks move back and forward in straight lines, like mobile mortar
platforms. Five or six rockets again, and if there's more than one tank try to
put one behind the other so that only one of them can see you.
DROPS
-----
Don't drop off any high ledges or platforms if you can avoid it - you'll lose
armour and health.
WATER
-----
Water appears in some levels, and since you can't swim you will drown
immediately instead. Avoid, unless you're in the Old Monastery.
OBLIVION
--------
Dunno if this is its real name, but oblivion is when you jump into an area the
game was designed to block you from entering. You'll recognise these areas
when you find them, as you will die straight away. They include pools of lava
or the outer reaches of open-air levels.
------------------------------------------------------------------------------
/====================\
| 2.3.4 SECRET AREAS |
\====================/
I drove myself nuts trying to find all the secret areas and holy items in the
entire game, and as of v1.1 I've finally managed to find every single secret
and relic in every single level of the game, and now I need to lie down.
I've made screenshots of myself standing in each of the secret areas, so if
you can't understand my written descriptions you could always email me to ask
for the screens you want.
To enable you to quickly find (Ctrl + F) the mentions of each level's secret
areas, I've marked them all with a ~ symbol.
------------------------------------------------------------------------------
/=====================\
| 2.3.5 MISCELLANEOUS |
\=====================/
These things don't fit into any other category, so I've lumped them together
here.
---
CHECKPOINTS
-----------
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These look like swirling blotches of red mist on the floor, and passing
through or touching them usually closes the area you've just finished and
opens the next one along. Some checkpoints in the Old Monastery appear as big
red metal pentagrams, and they don't act as savepoints (listen for the absence
of the usual whoomph sound when you hit them).
There are some buggy checkpoints that you should be aware of, where you can
get stuck in the level if you attempt to move on without first touching them.
The checkpoints almost always have to be hit in the correct order, so if you
skip one you could end up locking yourself in. Touch them when you see them,
and don't go too far ahead of them if you can avoid it.
EXITS
-----
This is a big blob of creamy white energy, and moving into it will finish the
level and present you with stats and a tarot card (if you completed the level
while abiding by the tarot card condition).
You can tell when the exit has appeared in place of a normal checkpoint, as
you will hear a very cool murmuring voice in your ear.
When the exit appears all (well, most) of the previously locked doors and
passages will open and allow you to explore the places you couldn't get toearlier. Sometimes you can get all the way back to the beginning of a level,
though some levels just aren't designed for this. Use the opportunity to grab
those inaccessible holy items and secret areas. The exit deletes from the
level any monsters you missed on your way through, such as in the Military
Base.
CONVEYANCES
-----------
My pretentious word for things like lifts, conveyor belts, ladders... anything
that moves you through a portion of a level without you having to do so
yourself.
Lifts only go up or down once, and then they'll never move again. Some haveladders going up the lift shaft, in order to provide you with a route up again
if you should fall to the bottom of the shaft.
Some of the ladders are a bit buggy, and you have to walk or jump onto them at
just the right spot in order to go up them. Be careful walking off the top of
a ladder - sometimes you jump and then fall off the other side of the top
platform. Sometimes ropes are used instead of ladders, but both ropes and
ladders are often difficult to spot, so look out for them.
Once in a while you'll be required to step onto a cable car roof, or a trolley
on a track, or a conveyor belt. These are often designed to carry you into a
group of enemies, so you might want to jump off before they reach the ends of
their preset routes.
PUSHABLE OBJECTS
----------------
These are all things you can shove around to provide you with a stepping
stone to a hard-to-reach area. You often have to move things about to reach
secret areas, and the bigger the object you use the better.
You can use boxes, barrels, light fittings, carts - anything you can move or
shoot off the ceiling or whatever. Move the thing into a good position and
then quick-jump up into it. You'll have to experiment for yourself, but you
can often get very cool results with long or tall objects.
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Many objects can also be used as magic carpets if you whip out the
painkiller (see section 2.3.1).
CORPSES
-------
You'll find corpses in various maps; they're usually brown, featureless bodies
just lying on the ground. What makes them special is that you can repeatedly
zap them with the painkiller's warhead in order to get up to 5 trinkets out of
them for free.
-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-
------------------------------------------------------------------------------
2.4 TAROT CARDS
------------------------------------------------------------------------------
Each level in the game has a tarot card waiting for you at the end of it, and
all you have to do to obtain the level's card is to observe a certain
restriction while battling your way through the level.
Tarot cards come in silver and in gold. When equipped before starting a new
level, silver cards' effects will remain active throughout the level. Goldcards can be activated once per level with your gold card button, and will
usually last thirty seconds, meaning that you should think carefully about
when you want to use them.
The game calls the cards 'Black Tarot Cards': don't let this confuse you. All
twenty four cards are 'black', but you only need to know which ones are
silver-black and which are gold-black. Don't Do What Donny Don't Does...
Tarot cards can make a huge difference to whether you fail or succeed in
completing Painkiller's levels. You need to pick the right silver cards to
take you through each mission, and also pick the right gold cards to trigger
at special points during the levels.
Make sure that you have enough gold coins to let you mess about with thecards, since all cards need gold before they can be placed on the tarot board.
Collect as much gold as you can during each level to make this easier.
Bear in mind that you can skip cards that you're finding difficult to reach,
then use what cards you do get to go back into the levels containing the cards
you missed before. In other words, you can play a Nightmare game, skip the
Train Station card if it's too difficult, pick up the Vitality and Forgiveness
cards from later levels, then equip them both and revisit the Train Station,
where those two silver cards will make getting the Soul Catcher card much
easier. I didn't do it this way - the guide is written to allow you to acquire
the cards in order.
------------------------------------------------------------------------------
/==================\
| 2.4.1 GOLD CARDS |
\==================/
These can be used once per level (unless you have the silver Forgiveness or
Mercy cards) and will last thirty seconds (unless you have the gold Time Bonus
or Double Time Bonus cards).
As far as I'm concerned the gold cards suffer from magic potion syndrome: you
tend to put off using them until you "really" need them, which turns out to be
never when you find yourself strolling through the exit.
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Remember your three gold cards when you find yourself unable to get past
certain enemies, though to be honest I never use them. The perfect person to
advise you, in other words...
Here are the gold cards and their details, arranged in the order in which you
will find them in the game. I've included my own ratings of each card, but
ignore these by all means if you think I'm talking bollocks.
---
Endurance: Take only half the damage
Cost to place: 50
Rating: 2/5
Meh. The idea is to take no damage, and allowing yourself to be hit just so
you can revel in only taking half the damage is monumentally stupid. Stay away
from the monsters and don't be daft enough to let them surround you, and
you'll never need this. It's good while you're learning the game or just
generally sucking at it, but you can ditch it once you get good.
Haste: The world moves 2x slower
Cost to place: 100
Rating: 3/5
This comes in very handy at times, and in fact it may be the only one of the
three time-based cards you're likely to use. It gives you plenty of leeway to
react and avoid fire while it's in effect - useful if you're finding certain
battles a bit too hectic, and very useful for those tricky bosses.
______________________________________________________________________________
______________________________V1.10 CONTRIBUTION______________________________
Hiu Zhan Yuan
"the haste cards slow the world but NOT u.u still make in the same speed but
they got slow. Tat means u are 2x,4x or 8x faster than the demons or boss.
these card are extremely useful during boss fight. For example,while u are in
triple haste mode, 8 seconds have pass while it only count as 1 second. ( ihave test this myself). This 8x increase your firing rate,while u can easily
hit the boss because it moves like a snail. i have managed to beat the
guardian in 1 minute and 10 seconds using the double haste card and alastor in
3minutes and 20 seconds using double haste card.."
-=#=-
Yeah, it did occur to me that there must be something more to these cards.
Maybe it's just how I perceived their effects at the time, but if they help
they help.
______________________________________________________________________________
______________________________V1.10 CONTRIBUTION______________________________
Time Bonus: Golden Cards last 10 seconds longer
Cost to place: 100
Rating: 2/5
Well, it does what it says, but you only have three slots for gold cards, and
passive cards like this could be considered a bit of a waste. Have it equipped
if you can come up with a pair of proper cards which will be greatly enhanced
by this: otherwise ignore it.
Speed: Move faster
Cost to place: 100
Rating: 1/5
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You move faster, but not by much. The quick-jump-in-circles approach makes
this one pretty worthless, and you don't need 100 gold to quick-jump.
Fury: Deliver 2x more damage
Cost to place: 200
Rating: 3/5
Painkiller's weapons are powerful enough to be able to cope on their own. I
can't think of many situations where you really need to do double damage -
single damage suffices pretty much all the time; except when you're up againstbosses, which is where it earns its crust.
The good news is that your painkiller's warhead becomes pretty formidable,
allowing you to save lots of ammo and wipe out enemies either one by one or in
groups.
Double Haste: The world moves 4x slower
Cost to place: 300
Rating: 3/5
Same as Haste, but doubly effective.
Dexterity: Weapons reload 2x fasterCost to place: 300
Rating: 4/5
[Thanks to vic rabb for pointing out that this card
was missing from previous versions of this guide, and also for providing me
with its details.]
An absolutely excellent card, which only loses one mark out of five because it
eats your ammo, as you would expect. Quite apart from allowing you to off
enemies twice as quickly, it also makes you feel like a titan of death. Or
something. Equip it.
Iron Will: Enemies can't hurt you
Cost to place: 666Rating: 5/5
It's what you probably wanted Endurance to be, and although you should never
be pish enough to need this in non-boss levels, it really comes to the fore
when you are fighting a boss, especially since you can't Morph in the bosses'
arenas.
Invulnerability is the ideal in a frantic game like this, and all the other
cards are just props compared to this one. Just make sure you take full
advantage of it - equip it alongside cards that will let you rack up the kills
toot sweet.
It's not just enemies that can't hurt you - your own weapons won't do youdamage either, or explosions, long falls, etc.
Rage: Deliver 4x more damage
Cost to place: 500
Rating: 3/5
Well, as with the Fury card, you'll save a fair bit on chaingun ammo. But
there are still too few places where I can really see you needing to do this
much damage. True, you can mow down enemies faster, but that's not too hard to
begin with, as long you're smart about how you approach battles.
It earns its stripes when you carry it into a Trauma game - you're not going
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to be able to Morph in Trauma, so this card is the next best thing. Use your
painkiller with this one and watch the enemies fall while your ammo count
stays the same.
Double Time Bonus: Golden Cards last 20 seconds longer
Cost to place: 300
Rating: 5/5
OK, you're using up a 'precious' gold card slot, but twenty seconds is a very
significant boost if you're someone who uses the gold cards - much more
noticeable than the effects of Time Bonus. Only useful against one Nightmareboss - Alastor - but equip it intelligently and the benefits will be obvious.
Definitely take this one into a Trauma game and stick with it.
Someone has mentioned that this card doesn't work even after patch 1.61, but I
can't say I noticed. Might be worth watching out for though, and dump it if
it's not working for you.
Triple Haste: The world moves 8x slower
Cost to place: 500
Rating: 3/5
Same as Haste, but trebly effective.
Confusion: Confuse enemies
Cost to place: 200
Rating: 1/5
This is fun the first time you use it - a big bunch of enemies milling around
and turning on each other is a laugh - but to be honest I don't want enemies
confused, I want them dead. Ignore this fun-for-two-seconds gimmick and go
with the decent cards. No-one's ever going to be this short of ammo.
------------------------------------------------------------------------------
/====================\
| 2.4.2 SILVER CARDS |\====================/
Not for no reason are these generally more expensive to place on the board
than gold cards. They stay in effect for the duration of the level (if you've
equipped them beforehand), and the advantages are enormous. You may forget all
about gold cards, but the silver ones can greatly facilitate your passage
through this game.
The silver cards tend to be locked behind the harder of the levels, eg. boss
arenas or the hidden Prison. They are more difficult to get, but far more
valuable and worth working for than the gold cards. Though you can only have
two equipped at once.
Again, the cards are in order and I've rated each one.
---
Soul Keeper: Souls stay longer
Cost to place: 500
Rating: 2/5
Souls stay around just about long enough for you to grab them anyway, and this
card can be bumped as soon as you get a better one. Obviously. Use it if
you're a slow git, or if you keep finding yourself in difficulties when
getting rid of big bunches of monsters.
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Blessing: Increase the initial health to 150
Cost to place: 200
Rating: 1/5
150 health is pretty nice, but the novelty wears off once you get below 100
and the card becomes utterly useless for the entire rest of the level. Replace
as soon as you get the chance.
Replenish: Double the ammo in ammo boxes
Cost to place: 500Rating: 2/5
Hmm, it's good if you're a crap shot; but Painkiller's weapons are pretty
user-friendly and well-rounded, and the game's levels aren't exactly short on
ammo as it is. 500 gold is a lot for this effect - avoid.
Dark Soul: Morph into demon form at every 50 souls
Cost to place: 400
Rating: 4/5
This one is subjective. If you enjoy Morphing then this is heaven; but if,
like me, you actually wish you could turn Morphing off, this one won't be your
cup of hot mud. Definitely use it in Abandoned Factory, whatever your tastes.
Soul Catcher: Leech souls from a distance
Cost to place: 500
Rating: 5/5
I rely on this one for a long time. Your work to retrieve those souls is cut
in half by this card, and you can rake in the health even if you're just
standing in a corner, pumping chaingun rounds into the bodies of your enemies.
One of the most useful cards in the game, in my opinion.
One strange thing about this card is that it technically works even after
you're dead. If you die while you have it equipped you can still suck in the
souls of recently vanquished dead enemies while your body is lying on the
ground, unable to move. It would have been nice if this brought you back tolife, like a kind of safety net, but it won't.
Forgiveness: You can use Golden Cards two times per level
Cost to place: 1000
Rating: 3/5
I don't use the gold cards much at all, but if I did I would want this one
equipped. Tired of only getting one shot at gold cards, then realising you've
left them to the very end of the level yet again, where you no longer need
them? Problem solved.
Get your money up first, though. And bear in mind that this is worthless if
you're not going to hit that gold card button.
Greed: Double the amount of hidden wealth
Cost to place: 2000
Rating: 1/5
A card which appears very near the end of the game; doubles the amount of gold
just after you've settled on a general card configuration and no longer need
the gold; and that costs 2000 to friggin' place? I don't think so.
Vitality: Increase base health capacity to 150
Cost to place: 100
Rating: 4/5
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Half the battle of Painkiller is staying alive, and this one gives you 50
health towards that object. It resets the normal limit of 100 (this is where
Blessing falls down), and so any health pickups you collect will be able to go
up to 150.
Not quite so great when you consider that souls and super-health could always
take you way above 150 anyway, but it's better to have it than not have it. I
recommend that this be one of the silver cards you rely on in a Trauma game.
Last Breath: Health regeneration when you're dyingCost to place: 500
Rating: 2/5
This acts as an extra life - if you take enough damage to kill you the card
will automatically hand you 33 health at the very second you're expecting the
GAME OVER message. It sounds pretty decent but there are better silver cards
than this to help you stay alive, and it's maybe not worth using up one of
your two slots on a card that will only be used once, if at all.
Soul Redeemer: Souls provide more health
Cost to place: 1000
Rating: 3/5
It would have been nice to have been given this one a little earlier in the
game than just before the final level, since there are no souls in Hell and no
souls in Trauma difficulty.
The only way this card is useful is if you get it through Insomnia and keep
your cards when starting your Nightmare game. It gives you two points per soul
instead of one (including freaks' souls).
______________________________________________________________________________
_______________________________V1.8 CONTRIBUTION______________________________
Thomas Tarpey
"the Soul Redeemer doesn't just give 1 extra health; it counts each soul
you've gotten as two for the purpose of health - when you use it and kill anexecutioner (or any Red-Soul monster), you get 12 health, not 7."
-=#=-
Thanks, I didn't use it enough to spot this.
______________________________________________________________________________
_______________________________V1.8 CONTRIBUTION______________________________
Mercy: You can use Golden Cards three times per level
Cost to place: 2000
Rating 4/5
You get this one by killing off Lucifer himself; and for those people who usegold cards a lot, this one's for you. If you won't use it don't equip it, but
it comes in EXTREMELY useful in a Trauma game to which you carried your cards
over.
Divine Intervention: All cards can be placed for free
Cost to place: 0
Rating: 1/5
Hmm, so this is my crappy reward for completing the horribly tough Forest
level. At this point you don't need your cards placed for free: you've got
every card in the game and you'll pretty certainly have picked your best five
and will continue to use them until you complete the game on Trauma.
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You'll also have lots of gold (I had over 6000) since you won't have been
messing with your cards, so this card is doubly useless. The only good thing
about this card is that it completes the whole set.
-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-
------------------------------------------------------------------------------
2.5 MONSTERS
------------------------------------------------------------------------------
This section describes every monster that comes in numbers throughout the
game. They're all visually different, but many of them have special abilities
which you should be aware of. Some also have immunities or resistances to
certain weapons, and most of the monsters are designed to suit the levels in
which you meet them.
I've given each minion a danger rating from one to five, where a level of one
represents little or no danger, and a level of five represents big trouble.
These ratings are based on my experiences of each monster - you might totally
disagree with them.
I've given certain monsters a recommended weapon - these are just my choices
based on the fact that some monsters are particularly vulnerable to certainweapons.
Some of the monsters come in miniboss form - I've noted these here and in the
guide sections.
---
AMPUTEE
-------
Danger: 2/5
They only have two features worth mentioning: they can cling to the ceiling,
and they can do a standing jump to hit you with melee damage. Otherwisethey're slow, weak and little problem.
ARABIAN WARRIOR
---------------
Danger: 3/5
They're almost the fastest enemies in the game (rolling beasts and special
witches are faster), and they have various ranged weapons. Plus they can
teleport around at will. In spite of all this they're still grunts, and are
easy to take down, especially from a distance.
They'll also often do ostentatious jumps into the air, with the aim ofslashing down at you with their swords. They may not feel quite so smug when
you stake them beautifully out of mid-air, or merely step forwards and turn
around, ready to unload your shotgun into their backs.
BANSHEE
-------
Danger: 1/5
These things are virtually harmless when not in the company of other monsters.
They have only one attack - a melee scream which dims your vision and slows
your movement for a second or two. This makes you vulnerable to attacks from
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other enemies, but if the banshee is on her own she should be no trouble to
take out.
Later banshees have more powerful screams but are still easy to kill.
You can do pretty cool high jumps off the bodies of banshees if you're
standing on them just as their corpses erupt into a cloud of ravens.
BEAST
-----
Danger: 4/5
Recommended weapon: Freezer
These things will scamper about until they get a decent line of attack, at
which point they will ignite and start rolling towards you really fast, kind
of like Blanka from SF2, on whom they're probably based. These rolls are hard
to dodge, and perhaps the best weapon versus these things is the chaingun -
the only one capable of hitting them continuously while they move (assuming
you're out of freezer ammo).
MINIBOSS: GIANT BEAST
The Giant Beast is basically the same as the normal beast, except about tentimes tougher and three times as big.
BONES
-----
Danger: 3/5
These things can steal souls from your total if you let them too close, so try
to bring them down from a distance. Bones take time to assemble themselves, so
you can destroy them before they get a chance to stand up by shooting at the
green, glowing part lying on the ground.
They have a weak kamikaze attack they will use when you get them down to very
little health without killing them. The best weapon to use against bones isthe electro, the only one which will always let you hit them and will also
bring them down almost immediately. They also don't much like shurikens - two
shots into their green hearts (always aim at the glowing hearts) will kill the
smaller bones.
You might meet big bones in later levels - twice as big and twice as tough.
DARK NINJA
----------
Danger: 3/5
Exactly the same as Arabian Warriors, except they appear in different levels.
DEVIL MONK
----------
Danger: 3/5
Another monster dangerous only when it's too close (at least the earlier
versions). Their attacks both damage and slow you for a significant time, and
their scythe-staffs remain active for a couple of seconds after the monks die.
The green staff versions are slightly less dangerous than the ones with red
staffs.
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Later appearances will have an instant-hit lightning bolt attack that you
really need to watch out for in that particular level.
The glowing staffs have a cumulative effect - the more you touch at one time,
the slower you'll become.
The devil monks inhabiting Hell, the final level, are almost invisible.
EVIL MONK
---------
Danger: 2/5
A basic grunt of a monster, available in three flavours. The melee version
will just lumber at you and swing his big axe when he's close enough. The
ranged version will throw his axe from a distance; but the axes are slow and
easy to avoid, and the monk will sometimes die immediately afterwards, since
he has now lost his only weapon. Idiot.
The third version, whom you will only encounter very late in the game, is just
as slow and weak, but can now throw fizzing bombs around, which are easy to
avoid but do big damage if unavoided. These guys also come equipped with
flamethrowers.
The evil monks inhabiting Hell, the final level, are almost invisible.
EVIL SAMURAI
------------
Danger: 5/5
These guys are very fast and they do horrible damage when they get too close.
They often charge at you, swinging their swords as they come. They also have a
ranged fireball attack, a ranged ice attack, and can pull you off your feet
towards them (watch for them stopping and waiting for no apparent reason).
They are rarely found alone, and should be frozen and shotgunned with all
speed.
Another thing to watch out for in Snowy Bridge is the samurai's kamikaze (or
seppuku) attack, where they bend to the ground and suddenly explode in a burst
of ice. This one gives your health level SERIOUS issues, and it might be the
most destructive attack in the game, bosses included. Hit the samurai with one
stake and then watch him break his sword / staff into two bits - this is when
you should get the hell out of the vicinity.
Some monsters will turn on each other if one hits another accidentally, and
the samurai are great examples of this. Wait until one samurai is about to
send a fireball at you, then move aside so that another samurai gets between
you and the fireball. If the fireball hits the nearer samurai he might turn
around and pick a fight with his friend.
EXECUTIONER
-----------
Danger: 5/5
Recommended weapon: Freezer
At first glance they're just lumbering grunts, but these things do big melee
damage if you let them near enough. They don't attack in large groups, but
they're pretty tough to take down if you're low on freezer ammo.
Some are fond of chucking their axes at you or using their own double
painkillers to hook you in close - think Scorpion from Mortal Kombat - where
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they can hack your face off. Try to take them out before any other creatures
in the vicinity, as the executioners can also hack at the bodies of their
fallen comrades, releasing spiders which will start chasing you. These spiders
can feed on corpses and grow in size, the biggest being about the same size as
a beast.
Executioners are probably the second most dangerous non-boss monster you'll
meet in the game, and as satisfying as it is when you score a direct hit with
the stakegun into their orange bellies - their only voonerable - stick with
the freezer if at all possible.
If you freeze them just as they throw their painkillers, the warheads will
stick to the wall and the beam will remain, doing you damage if you pass
through it.
Executioners' souls are worth 6 health points instead of one, and are coloured
red, not green.
FREAK
-----
Danger: 3/5
If their heads are not spitting electrical current they're slow, weakpussycats. If their heads are sparking everywhere they can do serious damage
if they get close enough to detonate themselves. They're always fantastically
slow, however, which renders them very vulnerable to whichever weapon you
choose.
They're also among the best enemies in the game for getting pinballed around
by your painkiller's warhead; and listen out for the very cool sounds they
make through their masks.
The manual says that the souls of these guys will make you drop a health point
instead of gain one, but I've noticed no difference between freaks' souls and
normal ones.
______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________
ken whitaker
"I read the description about the 'Freak' monster from the game. And saying
that you didn't notice a different between regular souls and freaks soul's. I
discovered that occasionally when you pick up a freak's soul that it won't
make the distinct noise that usually sounds when you pick up a soul, and
noticed that my health has dropped 1 point. But this happens rarely... In fact
it only happend to me twice. Just wanted to fill you in."
-=#=-
Hmm, fair enough, thanks.______________________________________________________________________________
_______________________________V1.10 CONTRIBUTION_____________________________
GHOST
-----
Danger: 1/5
These rare monsters can't be harmed, but they can harm you (a little). Just
avoid them and you should be OK. They sometimes die when you move to the next
checkpoint, adding to your kill count.
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HELL ANGEL
----------
Danger: 3/5
These are a bit more than basic foot soldiers. They can chuck molotov
cocktails around and some come equipped with rocket-launchers. They also
appear in medium-sized groups, and it takes a while to mow them all down.
They're not too fast, but you're in trouble if you let them get close with
their tazers, especially in such a confined level as the Prison.
HELL BIKER
----------
Danger: 4/5
Their first incarnations will most likely try to chaingun you until they run
out of ammo. They also have a headbutt attack, but you'll probably have
dropped them to the floor before they have to resort to it. It's always
pleasant to see these bullies get pwned by the skulls.
Later versions appear as fat, drunken dock workers: some can belch poison gas,
some attack you with pipes, and others are armed with their own shurikenswhich they fire in bursts of four.
LEPPER MONK
-----------
Danger: 3/5
Recommended weapon: Freezer
These are pretty rare, and are at first invulnerable. They will hurl corpses
of recently vanquished enemies at you, and only when they run out of this
ammunition will they try to fling their staffs at you and then become
vulnerable to damage. They can also use their staffs to bounce you away from a
distance. Try to get rid of any surrounding enemies quickly so that they run
out of bodies to throw.
Or you could just freeze them, though you may not have the ammo you need when
you do run into them.
Lepper monks' souls are worth 6 health points instead of one, and are coloured
red, not green.
LOKHI
-----
Danger: 1/5
They can heal themselves after they take damage - watch for them stopping andpraying halfway through a battle. They also have quite a jump on them, but
other than this they're just basic melee monsters, and very rare at that.
MASO COMMANDO
-------------
Danger: 3/5
Recommended weapon: Chaingun
They're immune to almost all weapons (unless you shoot at their guns); they
have half-decent speed; very dangerous weapons; and can set fire to skeleton
soldiers to increase the soldiers' speed and attack damage.
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Despite all this they're not actually too hard while you have your chaingun or